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War of the Commonwealth 2.0


SMB92

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Yeah its getting quite large now. I just tidied up the quest script, added a number of menu functions, well over 2000 lines in there. By the time I'm done tonight it should be closer to 5000, not including the fragment script. Mostly properties.

 

Made a fairly big optimization today in that I'm no longer using GlobalVariables but instead direct properties on the script. With the amount of variables this should result in a fair bit faster processing and initialization.

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Wouldn't know where to begin on the animation front :D. They should be able to use the synth ones though
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No. My system is way different, I only have one xmarker as opposed to a metric tonne of actorbase markers around an xmarker ;)
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Update before I go off to sleep and then work tomorrow :sad:

 

Wasn't joking about 5000 lines, in fact got up to 5367 lmao. Had to do a fair bit of refactoring though to change over from using Globals to just properties on the quest. Not to mention the menu/fragment script. Anyhow most of the primary functions are there now, some still need filling as I start to add more actors/npcs (currently only 4 that I used for testing)

 

Anyhow just to put the money where my mouth is, here is the Quest script alone so far:

 

 

 

Scriptname ASC_MasterQuestScript extends Quest
{Master Script for SOTC}

Struct ActorTypeStruct
	ActorBase LvlActorBase
	ActorBase LvlActorBossBase
	bool bAllowedBoss
	Int iMaxAllowed
	Int iMaxAllowedBoss
	Int iChance
	Int iChanceBoss
	Int iRerollChance
	Int iDifficulty
	Int iEZ_Lvl
EndStruct
;Quest and menu messages
Quest Property ASC_MasterQuest Auto Const
Message Property ASC_MainMenu Auto Const
Message Property ASC_RegionSelectionSubMenu Auto Const
Message Property ASC_RegionSelectionMenu Auto Const
Message Property ASC_MasterMenu Auto Const
Message Property ASC_MasterPresetMenu Auto Const
Message Property ASC_MasterRegionPresetMenu Auto Const
Message Property ASC_MasterDiffMenu Auto Const
Message Property ASC_MasterUniSettingsMenu Auto Const
Message Property ASC_RegionalPresetMenu Auto Const
Message Property ASC_RegionalDiffMenu Auto Const
Message Property ASC_RegionalUniSettingsMenu Auto Const
Message Property ASC_SystemsMenu Auto Const
Message Property ASC_SystemPresetMenu Auto Const
Message Property ASC_SystemDiffMenu Auto Const
Message Property ASC_SystemUniSettingsMenu Auto Const
;For showing the user which preset is set or last set in menu 
Int Property iCurrentMasterPresetR1 = 0 Auto
Int Property iCurrentMasterPresetR2 = 0 Auto
Int Property iCurrentMasterPresetR3 = 0 Auto
Int Property iCurrentMasterPresetR4 = 0 Auto
Int Property iCurrentMasterPresetR5 = 0 Auto
Int Property iCurrentMasterPresetR6 = 0 Auto
Int Property iCurrentMasterPresetR7 = 0 Auto
Int Property iCurrentMasterPresetR8 = 0 Auto
Int Property iCurrentMasterPresetR9 = 0 Auto
Int Property iCurrentMasterPresetR10 = 0 Auto
Int Property iCurrentMasterPresetR11 = 0 Auto
Int Property iCurrentMasterPresetR12 = 0 Auto
Int Property iCurrentMasterDiffR1 = 0 Auto
Int Property iCurrentMasterDiffR2 = 0 Auto
Int Property iCurrentMasterDiffR3 = 0 Auto
Int Property iCurrentMasterDiffR4 = 0 Auto
Int Property iCurrentMasterDiffR5 = 0 Auto
Int Property iCurrentMasterDiffR6 = 0 Auto
Int Property iCurrentMasterDiffR7 = 0 Auto
Int Property iCurrentMasterDiffR8 = 0 Auto
Int Property iCurrentMasterDiffR9 = 0 Auto
Int Property iCurrentMasterDiffR10 = 0 Auto
Int Property iCurrentMasterDiffR11 = 0 Auto
Int Property iCurrentMasterDiffR12 = 0 Auto
;unique variables
Int Property iCurrentMenuRegion Auto  ;Main Variable for holding which regional menu to bring up in menu.
bool Property bModEnabled = false Auto  ;Nothing spawns if this is false. For quickly/temporarily turning off the mod without losing settings
;Systems IO per region
bool Property bRSEnabledR1 = false Auto  ;Main Random Spawns
bool Property bRSEnabledR2 = false Auto
bool Property bRSEnabledR3 = false Auto
bool Property bRSEnabledR4 = false Auto
bool Property bRSEnabledR5 = false Auto
bool Property bRSEnabledR6 = false Auto
bool Property bRSEnabledR7 = false Auto
bool Property bRSEnabledR8 = false Auto
bool Property bRSEnabledR9 = false Auto
bool Property bRSEnabledR10 = false Auto
bool Property bRSEnabledR11 = false Auto
bool Property bRSEnabledR12 = false Auto
bool Property bWSEnabledR1 = false Auto  ;Waterside Spawns
bool Property bWSEnabledR2 = false Auto
bool Property bWSEnabledR3 = false Auto
bool Property bWSEnabledR4 = false Auto
bool Property bWSEnabledR5 = false Auto
bool Property bWSEnabledR6 = false Auto
bool Property bWSEnabledR7 = false Auto
bool Property bWSEnabledR8 = false Auto
bool Property bWSEnabledR9 = false Auto
bool Property bWSEnabledR10 = false Auto
bool Property bWSEnabledR11 = false Auto
bool Property bWSEnabledR12 = false Auto
bool Property bWLEnabledR1 = false Auto  ;Extra Wildilfe Spawns
bool Property bWLEnabledR2 = false Auto
bool Property bWLEnabledR3 = false Auto
bool Property bWLEnabledR4 = false Auto
bool Property bWLEnabledR5 = false Auto
bool Property bWLEnabledR6 = false Auto
bool Property bWLEnabledR7 = false Auto
bool Property bWLEnabledR8 = false Auto
bool Property bWLEnabledR9 = false Auto
bool Property bWLEnabledR10 = false Auto
bool Property bWLEnabledR11 = false Auto
bool Property bWLEnabledR12 = false Auto
bool Property bRREnabledR1 = false Auto  ;Infestations
bool Property bRREnabledR2 = false Auto
bool Property bRREnabledR3 = false Auto
bool Property bRREnabledR4 = false Auto
bool Property bRREnabledR5 = false Auto
bool Property bRREnabledR6 = false Auto
bool Property bRREnabledR7 = false Auto
bool Property bRREnabledR8 = false Auto
bool Property bRREnabledR9 = false Auto
bool Property bRREnabledR10 = false Auto
bool Property bRREnabledR11 = false Auto
bool Property bRREnabledR12 = false Auto
bool Property bMOEnabledR1 = false Auto  ;Extra Monsters
bool Property bMOEnabledR2 = false Auto
bool Property bMOEnabledR3 = false Auto
bool Property bMOEnabledR4 = false Auto
bool Property bMOEnabledR5 = false Auto
bool Property bMOEnabledR6 = false Auto
bool Property bMOEnabledR7 = false Auto
bool Property bMOEnabledR8 = false Auto
bool Property bMOEnabledR9 = false Auto
bool Property bMOEnabledR10 = false Auto
bool Property bMOEnabledR11 = false Auto
bool Property bMOEnabledR12 = false Auto
bool Property bSNEnabledR1 = false Auto  ;Snipers
bool Property bSNEnabledR2 = false Auto
bool Property bSNEnabledR3 = false Auto
bool Property bSNEnabledR4 = false Auto
bool Property bSNEnabledR5 = false Auto
bool Property bSNEnabledR6 = false Auto
bool Property bSNEnabledR7 = false Auto
bool Property bSNEnabledR8 = false Auto
bool Property bSNEnabledR9 = false Auto
bool Property bSNEnabledR10 = false Auto
bool Property bSNEnabledR11 = false Auto
bool Property bSNEnabledR12 = false Auto
bool Property bSSEnabledR1 = false Auto  ;Settlement "attacks" (spawns close to settlements)
bool Property bSSEnabledR2 = false Auto
bool Property bSSEnabledR3 = false Auto
bool Property bSSEnabledR4 = false Auto
bool Property bSSEnabledR5 = false Auto
bool Property bSSEnabledR6 = false Auto
bool Property bSSEnabledR7 = false Auto
bool Property bSSEnabledR8 = false Auto
bool Property bSSEnabledR9 = false Auto
bool Property bSSEnabledR10 = false Auto
bool Property bSSEnabledR11 = false Auto
bool Property bSSEnabledR12 = false Auto
bool Property bAMEnabledR1 = false Auto  ;Ambush system
bool Property bAMEnabledR2 = false Auto
bool Property bAMEnabledR3 = false Auto
bool Property bAMEnabledR4 = false Auto
bool Property bAMEnabledR5 = false Auto
bool Property bAMEnabledR6 = false Auto
bool Property bAMEnabledR7 = false Auto
bool Property bAMEnabledR8 = false Auto
bool Property bAMEnabledR9 = false Auto
bool Property bAMEnabledR10 = false Auto
bool Property bAMEnabledR11 = false Auto
bool Property bAMEnabledR12 = false Auto
;Master Chance to fire system spawn code on Marker 
Int Property iRSMasterChanceR1 = 25 Auto
Int Property iRSMasterChanceR2 = 25 Auto
Int Property iRSMasterChanceR3 = 25 Auto
Int Property iRSMasterChanceR4 = 25 Auto
Int Property iRSMasterChanceR5 = 25 Auto
Int Property iRSMasterChanceR6 = 25 Auto
Int Property iRSMasterChanceR7 = 25 Auto
Int Property iRSMasterChanceR8 = 25 Auto
Int Property iRSMasterChanceR9 = 25 Auto
Int Property iRSMasterChanceR10 = 25 Auto
Int Property iRSMasterChanceR11 = 25 Auto
Int Property iRSMasterChanceR12 = 25 Auto
;Universal Reroll Limit for each Region
Int Property iRerollLimitR1 = 1 Auto
Int Property iRerollLimitR2 = 1 Auto
Int Property iRerollLimitR3 = 1 Auto
Int Property iRerollLimitR4 = 1 Auto
Int Property iRerollLimitR5 = 1 Auto
Int Property iRerollLimitR6 = 1 Auto
Int Property iRerollLimitR7 = 1 Auto
Int Property iRerollLimitR8 = 1 Auto
Int Property iRerollLimitR9 = 1 Auto
Int Property iRerollLimitR10 = 1 Auto
Int Property iRerollLimitR11 = 1 Auto
Int Property iRerollLimitR12 = 1 Auto
;Universal Disable Spawnpoint after unsuccessful Spawn
bool Property bDisableOnBlock = false Auto
;Reset and Cleanup timer clocks 
Int Property iTimerResetR1 = 36 Auto  ;Reset Timer for this Script, Game Time
Int Property iTimerResetR2 = 36 Auto
Int Property iTimerResetR3 = 36 Auto
Int Property iTimerResetR4 = 36 Auto
Int Property iTimerResetR5 = 36 Auto
Int Property iTimerResetR6 = 36 Auto
Int Property iTimerResetR7 = 36 Auto
Int Property iTimerResetR8 = 36 Auto
Int Property iTimerResetR9 = 36 Auto
Int Property iTimerResetR10 = 36 Auto
Int Property iTimerResetR11 = 36 Auto
Int Property iTimerResetR12 = 36 Auto
Int Property iTimerCleanupR1 = 30 Auto  ;Cleanup Timer Value for Marker script, Real Time Seconds
Int Property iTimerCleanupR2 = 30 Auto
Int Property iTimerCleanupR3 = 30 Auto
Int Property iTimerCleanupR4 = 30 Auto
Int Property iTimerCleanupR5 = 30 Auto
Int Property iTimerCleanupR6 = 30 Auto
Int Property iTimerCleanupR7 = 30 Auto
Int Property iTimerCleanupR8 = 30 Auto
Int Property iTimerCleanupR9 = 30 Auto
Int Property iTimerCleanupR10 = 30 Auto
Int Property iTimerCleanupR11 = 30 Auto
Int Property iTimerCleanupR12 = 30 Auto
;Formlists that SPs are added to after firing so they can be reset
FormList Property ASC_ResetList_R1 Auto Const
FormList Property ASC_ResetList_R2 Auto Const
FormList Property ASC_ResetList_R3 Auto Const
FormList Property ASC_ResetList_R4 Auto Const
FormList Property ASC_ResetList_R5 Auto Const
FormList Property ASC_ResetList_R6 Auto Const
FormList Property ASC_ResetList_R7 Auto Const
FormList Property ASC_ResetList_R8 Auto Const
FormList Property ASC_ResetList_R9 Auto Const
FormList Property ASC_ResetList_R10 Auto Const
FormList Property ASC_ResetList_R11 Auto Const
FormList Property ASC_ResetList_R12 Auto Const
;ID numbers of reset timers
Int Property iResetTimerR1 = 1 Auto const
Int Property iResetTimerR2 = 2 Auto const
Int Property iResetTimerR3 = 3 Auto const
Int Property iResetTimerR4 = 4 Auto const
Int Property iResetTimerR5 = 5 Auto const
Int Property iResetTimerR6 = 6 Auto const
Int Property iResetTimerR7 = 7 Auto const
Int Property iResetTimerR8 = 8 Auto const
Int Property iResetTimerR9 = 9 Auto const
Int Property iResetTimerR10 = 10 auto const
Int Property iResetTimerR11 = 11 Auto const
Int Property iResetTimerR12 = 12 Auto const
;check bools for reset timers
bool Property bTimerRunningR1 = false Auto
bool Property bTimerRunningR2 = false Auto
bool Property bTimerRunningR3 = false Auto
bool Property bTimerRunningR4 = false Auto
bool Property bTimerRunningR5 = false Auto
bool Property bTimerRunningR6 = false Auto
bool Property bTimerRunningR7 = false Auto
bool Property bTimerRunningR8 = false Auto
bool Property bTimerRunningR9 = false Auto
bool Property bTimerRunningR10 = false Auto
bool Property bTimerRunningR11 = false Auto
bool Property bTimerRunningR12 = false Auto
;All Systems Arrays
ActorTypeStruct[] ActorTypes_RS_R1
ActorTypeStruct[] ActorTypes_RS_R2
ActorTypeStruct[] ActorTypes_RS_R3
ActorTypeStruct[] ActorTypes_RS_R4
ActorTypeStruct[] ActorTypes_RS_R5
ActorTypeStruct[] ActorTypes_RS_R6
ActorTypeStruct[] ActorTypes_RS_R7
ActorTypeStruct[] ActorTypes_RS_R8
ActorTypeStruct[] ActorTypes_RS_R9
ActorTypeStruct[] ActorTypes_RS_R10
ActorTypeStruct[] ActorTypes_RS_R11
ActorTypeStruct[] ActorTypes_RS_R12
ActorTypeStruct[] ActorTypes_WS_R1
ActorTypeStruct[] ActorTypes_WS_R2
ActorTypeStruct[] ActorTypes_WS_R3
ActorTypeStruct[] ActorTypes_WS_R4
ActorTypeStruct[] ActorTypes_WS_R5
ActorTypeStruct[] ActorTypes_WS_R6
ActorTypeStruct[] ActorTypes_WS_R7
ActorTypeStruct[] ActorTypes_WS_R8
ActorTypeStruct[] ActorTypes_WS_R9
ActorTypeStruct[] ActorTypes_WS_R10
ActorTypeStruct[] ActorTypes_WS_R11
ActorTypeStruct[] ActorTypes_WS_R12
ActorTypeStruct[] ActorTypes_WL_R1
ActorTypeStruct[] ActorTypes_WL_R2
ActorTypeStruct[] ActorTypes_WL_R3
ActorTypeStruct[] ActorTypes_WL_R4
ActorTypeStruct[] ActorTypes_WL_R5
ActorTypeStruct[] ActorTypes_WL_R6
ActorTypeStruct[] ActorTypes_WL_R7
ActorTypeStruct[] ActorTypes_WL_R8
ActorTypeStruct[] ActorTypes_WL_R9
ActorTypeStruct[] ActorTypes_WL_R10
ActorTypeStruct[] ActorTypes_WL_R11
ActorTypeStruct[] ActorTypes_WL_R12
ActorTypeStruct[] ActorTypes_RR_R1
ActorTypeStruct[] ActorTypes_RR_R2
ActorTypeStruct[] ActorTypes_RR_R3
ActorTypeStruct[] ActorTypes_RR_R4
ActorTypeStruct[] ActorTypes_RR_R5
ActorTypeStruct[] ActorTypes_RR_R6
ActorTypeStruct[] ActorTypes_RR_R7
ActorTypeStruct[] ActorTypes_RR_R8
ActorTypeStruct[] ActorTypes_RR_R9
ActorTypeStruct[] ActorTypes_RR_R10
ActorTypeStruct[] ActorTypes_RR_R11
ActorTypeStruct[] ActorTypes_RR_R12
ActorTypeStruct[] ActorTypes_MO_R1
ActorTypeStruct[] ActorTypes_MO_R2
ActorTypeStruct[] ActorTypes_MO_R3
ActorTypeStruct[] ActorTypes_MO_R4
ActorTypeStruct[] ActorTypes_MO_R5
ActorTypeStruct[] ActorTypes_MO_R6
ActorTypeStruct[] ActorTypes_MO_R7
ActorTypeStruct[] ActorTypes_MO_R8
ActorTypeStruct[] ActorTypes_MO_R9
ActorTypeStruct[] ActorTypes_MO_R10
ActorTypeStruct[] ActorTypes_MO_R11
ActorTypeStruct[] ActorTypes_MO_R12
ActorTypeStruct[] ActorTypes_SN_R1
ActorTypeStruct[] ActorTypes_SN_R2
ActorTypeStruct[] ActorTypes_SN_R3
ActorTypeStruct[] ActorTypes_SN_R4
ActorTypeStruct[] ActorTypes_SN_R5
ActorTypeStruct[] ActorTypes_SN_R6
ActorTypeStruct[] ActorTypes_SN_R7
ActorTypeStruct[] ActorTypes_SN_R8
ActorTypeStruct[] ActorTypes_SN_R9
ActorTypeStruct[] ActorTypes_SN_R10
ActorTypeStruct[] ActorTypes_SN_R11
ActorTypeStruct[] ActorTypes_SN_R12
ActorTypeStruct[] ActorTypes_SS_R1
ActorTypeStruct[] ActorTypes_SS_R2
ActorTypeStruct[] ActorTypes_SS_R3
ActorTypeStruct[] ActorTypes_SS_R4
ActorTypeStruct[] ActorTypes_SS_R5
ActorTypeStruct[] ActorTypes_SS_R6
ActorTypeStruct[] ActorTypes_SS_R7
ActorTypeStruct[] ActorTypes_SS_R8
ActorTypeStruct[] ActorTypes_SS_R9
ActorTypeStruct[] ActorTypes_SS_R10
ActorTypeStruct[] ActorTypes_SS_R11
ActorTypeStruct[] ActorTypes_SS_R12
ActorTypeStruct[] ActorTypes_AM_R1
ActorTypeStruct[] ActorTypes_AM_R2
ActorTypeStruct[] ActorTypes_AM_R3
ActorTypeStruct[] ActorTypes_AM_R4
ActorTypeStruct[] ActorTypes_AM_R5
ActorTypeStruct[] ActorTypes_AM_R6
ActorTypeStruct[] ActorTypes_AM_R7
ActorTypeStruct[] ActorTypes_AM_R8
ActorTypeStruct[] ActorTypes_AM_R9
ActorTypeStruct[] ActorTypes_AM_R10
ActorTypeStruct[] ActorTypes_AM_R11
ActorTypeStruct[] ActorTypes_AM_R12
;Main Arrays used for storing NPC packages and EncounterZone levels 
EncounterZone[] Property EzArray Auto Const
ReferenceAlias[] Property RegionTravelPackageAlias Auto Const
;Alias Package Array ID for all groups used by Region
;All NPC properties for various systems
;Raiders Properties
ActorBase property LvlRaider Auto Const
ActorBase property LvlRaiderBoss Auto Const
Bool Property bAllowedRaiderR1 = false Auto
Bool Property bAllowedRaiderR2 = false Auto
Bool Property bAllowedRaiderR3 = false Auto
Bool Property bAllowedRaiderR4 = false Auto
Bool Property bAllowedRaiderR5 = false Auto
Bool Property bAllowedRaiderR6 = false Auto
Bool Property bAllowedRaiderR7 = false Auto
Bool Property bAllowedRaiderR8 = false Auto
Bool Property bAllowedRaiderR9 = false Auto
Bool Property bAllowedRaiderR10 = false Auto
Bool Property bAllowedRaiderR11 = false Auto
Bool Property bAllowedRaiderR12 = false Auto
Bool Property bAllowedBossRaiderR1 = false Auto
Bool Property bAllowedBossRaiderR2 = false Auto
Bool Property bAllowedBossRaiderR3 = false Auto
Bool Property bAllowedBossRaiderR4 = false Auto
Bool Property bAllowedBossRaiderR5 = false Auto
Bool Property bAllowedBossRaiderR6 = false Auto
Bool Property bAllowedBossRaiderR7 = false Auto
Bool Property bAllowedBossRaiderR8 = false Auto
Bool Property bAllowedBossRaiderR9 = false Auto
Bool Property bAllowedBossRaiderR10 = false Auto
Bool Property bAllowedBossRaiderR11 = false Auto
Bool Property bAllowedBossRaiderR12 = false Auto
Int Property iMaxAllowedRaiderR1 = 5 Auto
Int Property iMaxAllowedRaiderR2 = 5 Auto
Int Property iMaxAllowedRaiderR3 = 5 Auto
Int Property iMaxAllowedRaiderR4 = 5 Auto
Int Property iMaxAllowedRaiderR5 = 5 Auto
Int Property iMaxAllowedRaiderR6 = 5 Auto
Int Property iMaxAllowedRaiderR7 = 5 Auto
Int Property iMaxAllowedRaiderR8 = 5 Auto
Int Property iMaxAllowedRaiderR9 = 5 Auto
Int Property iMaxAllowedRaiderR10 = 5 Auto
Int Property iMaxAllowedRaiderR11 = 5 Auto
Int Property iMaxAllowedRaiderR12 = 5 Auto
Int Property iMaxAllowedBossRaiderR1 = 1 Auto
Int Property iMaxAllowedBossRaiderR2 = 1 Auto
Int Property iMaxAllowedBossRaiderR3 = 1 Auto
Int Property iMaxAllowedBossRaiderR4 = 1 Auto
Int Property iMaxAllowedBossRaiderR5 = 1 Auto
Int Property iMaxAllowedBossRaiderR6 = 1 Auto
Int Property iMaxAllowedBossRaiderR7 = 1 Auto
Int Property iMaxAllowedBossRaiderR8 = 1 Auto
Int Property iMaxAllowedBossRaiderR9 = 1 Auto
Int Property iMaxAllowedBossRaiderR10 = 1 Auto
Int Property iMaxAllowedBossRaiderR11 = 1 Auto
Int Property iMaxAllowedBossRaiderR12 = 1 Auto
Int Property iChanceSpawnRaiderR1 = 75 Auto
Int Property iChanceSpawnRaiderR2 = 75 Auto
Int Property iChanceSpawnRaiderR3 = 75 Auto
Int Property iChanceSpawnRaiderR4 = 75 Auto
Int Property iChanceSpawnRaiderR5 = 75 Auto
Int Property iChanceSpawnRaiderR6 = 75 Auto
Int Property iChanceSpawnRaiderR7 = 75 Auto
Int Property iChanceSpawnRaiderR8 = 75 Auto
Int Property iChanceSpawnRaiderR9 = 75 Auto
Int Property iChanceSpawnRaiderR10 = 75 Auto
Int Property iChanceSpawnRaiderR11 = 75 Auto
Int Property iChanceSpawnRaiderR12 = 75 Auto
Int Property iChanceSpawnBossRaiderR1 = 25 Auto
Int Property iChanceSpawnBossRaiderR2 = 25 Auto
Int Property iChanceSpawnBossRaiderR3 = 25 Auto
Int Property iChanceSpawnBossRaiderR4 = 25 Auto
Int Property iChanceSpawnBossRaiderR5 = 25 Auto
Int Property iChanceSpawnBossRaiderR6 = 25 Auto
Int Property iChanceSpawnBossRaiderR7 = 25 Auto
Int Property iChanceSpawnBossRaiderR8 = 25 Auto
Int Property iChanceSpawnBossRaiderR9 = 25 Auto
Int Property iChanceSpawnBossRaiderR10 = 25 Auto
Int Property iChanceSpawnBossRaiderR11 = 25 Auto
Int Property iChanceSpawnBossRaiderR12 = 25 Auto
Int Property iRerollChanceRaiderR1 = 5 Auto
Int Property iRerollChanceRaiderR2 = 5 Auto
Int Property iRerollChanceRaiderR3 = 5 Auto
Int Property iRerollChanceRaiderR4 = 5 Auto
Int Property iRerollChanceRaiderR5 = 5 Auto
Int Property iRerollChanceRaiderR6 = 5 Auto
Int Property iRerollChanceRaiderR7 = 5 Auto
Int Property iRerollChanceRaiderR8 = 5 Auto
Int Property iRerollChanceRaiderR9 = 5 Auto
Int Property iRerollChanceRaiderR10 = 5 Auto
Int Property iRerollChanceRaiderR11 = 5 Auto
Int Property iRerollChanceRaiderR12 = 5 Auto
Int Property iDifficultyRaiderR1 = 1 Auto
Int Property iDifficultyRaiderR2 = 1 Auto
Int Property iDifficultyRaiderR3 = 1 Auto
Int Property iDifficultyRaiderR4 = 1 Auto
Int Property iDifficultyRaiderR5 = 1 Auto
Int Property iDifficultyRaiderR6 = 1 Auto
Int Property iDifficultyRaiderR7 = 1 Auto
Int Property iDifficultyRaiderR8 = 1 Auto
Int Property iDifficultyRaiderR9 = 1 Auto
Int Property iDifficultyRaiderR10 = 1 Auto
Int Property iDifficultyRaiderR11 = 1 Auto
Int Property iDifficultyRaiderR12 = 1 Auto
Int Property iEZRaiderR1 = 0 Auto
Int Property iEZRaiderR2 = 0 Auto
Int Property iEZRaiderR3 = 0 Auto
Int Property iEZRaiderR4 = 0 Auto
Int Property iEZRaiderR5 = 0 Auto
Int Property iEZRaiderR6 = 0 Auto
Int Property iEZRaiderR7 = 0 Auto
Int Property iEZRaiderR8 = 0 Auto
Int Property iEZRaiderR9 = 0 Auto
Int Property iEZRaiderR10 = 0 Auto
Int Property iEZRaiderR11 = 0 Auto
Int Property iEZRaiderR12 = 0 Auto
;Gunners Properties
ActorBase Property LvlGunner Auto Const
ActorBase Property LvlGunnerBoss Auto Const
Bool Property bAllowedGunnerR1 = false Auto
Bool Property bAllowedGunnerR2 = false Auto
Bool Property bAllowedGunnerR3 = false Auto
Bool Property bAllowedGunnerR4 = false Auto
Bool Property bAllowedGunnerR5 = false Auto
Bool Property bAllowedGunnerR6 = false Auto
Bool Property bAllowedGunnerR7 = false Auto
Bool Property bAllowedGunnerR8 = false Auto
Bool Property bAllowedGunnerR9 = false Auto
Bool Property bAllowedGunnerR10 = false Auto
Bool Property bAllowedGunnerR11 = false Auto
Bool Property bAllowedGunnerR12 = false Auto
Bool Property bAllowedBossGunnerR1 = false Auto
Bool Property bAllowedBossGunnerR2 = false Auto
Bool Property bAllowedBossGunnerR3 = false Auto
Bool Property bAllowedBossGunnerR4 = false Auto
Bool Property bAllowedBossGunnerR5 = false Auto
Bool Property bAllowedBossGunnerR6 = false Auto
Bool Property bAllowedBossGunnerR7 = false Auto
Bool Property bAllowedBossGunnerR8 = false Auto
Bool Property bAllowedBossGunnerR9 = false Auto
Bool Property bAllowedBossGunnerR10 = false Auto
Bool Property bAllowedBossGunnerR11 = false Auto
Bool Property bAllowedBossGunnerR12 = false Auto
Int Property iMaxAllowedGunnerR1 = 5 Auto
Int Property iMaxAllowedGunnerR2 = 5 Auto
Int Property iMaxAllowedGunnerR3 = 5 Auto
Int Property iMaxAllowedGunnerR4 = 5 Auto
Int Property iMaxAllowedGunnerR5 = 5 Auto
Int Property iMaxAllowedGunnerR6 = 5 Auto
Int Property iMaxAllowedGunnerR7 = 5 Auto
Int Property iMaxAllowedGunnerR8 = 5 Auto
Int Property iMaxAllowedGunnerR9 = 5 Auto
Int Property iMaxAllowedGunnerR10 = 5 Auto
Int Property iMaxAllowedGunnerR11 = 5 Auto
Int Property iMaxAllowedGunnerR12 = 5 Auto
Int Property iMaxAllowedBossGunnerR1 = 1 Auto
Int Property iMaxAllowedBossGunnerR2 = 1 Auto
Int Property iMaxAllowedBossGunnerR3 = 1 Auto
Int Property iMaxAllowedBossGunnerR4 = 1 Auto
Int Property iMaxAllowedBossGunnerR5 = 1 Auto
Int Property iMaxAllowedBossGunnerR6 = 1 Auto
Int Property iMaxAllowedBossGunnerR7 = 1 Auto
Int Property iMaxAllowedBossGunnerR8 = 1 Auto
Int Property iMaxAllowedBossGunnerR9 = 1 Auto
Int Property iMaxAllowedBossGunnerR10 = 1 Auto
Int Property iMaxAllowedBossGunnerR11 = 1 Auto
Int Property iMaxAllowedBossGunnerR12 = 1 Auto
Int Property iChanceSpawnGunnerR1 = 75 Auto
Int Property iChanceSpawnGunnerR2 = 75 Auto
Int Property iChanceSpawnGunnerR3 = 75 Auto
Int Property iChanceSpawnGunnerR4 = 75 Auto
Int Property iChanceSpawnGunnerR5 = 75 Auto
Int Property iChanceSpawnGunnerR6 = 75 Auto
Int Property iChanceSpawnGunnerR7 = 75 Auto
Int Property iChanceSpawnGunnerR8 = 75 Auto
Int Property iChanceSpawnGunnerR9 = 75 Auto
Int Property iChanceSpawnGunnerR10 = 75 Auto
Int Property iChanceSpawnGunnerR11 = 75 Auto
Int Property iChanceSpawnGunnerR12 = 75 Auto
Int Property iChanceSpawnBossGunnerR1 = 25 Auto
Int Property iChanceSpawnBossGunnerR2 = 25 Auto
Int Property iChanceSpawnBossGunnerR3 = 25 Auto
Int Property iChanceSpawnBossGunnerR4 = 25 Auto
Int Property iChanceSpawnBossGunnerR5 = 25 Auto
Int Property iChanceSpawnBossGunnerR6 = 25 Auto
Int Property iChanceSpawnBossGunnerR7 = 25 Auto
Int Property iChanceSpawnBossGunnerR8 = 25 Auto
Int Property iChanceSpawnBossGunnerR9 = 25 Auto
Int Property iChanceSpawnBossGunnerR10 = 25 Auto
Int Property iChanceSpawnBossGunnerR11 = 25 Auto
Int Property iChanceSpawnBossGunnerR12 = 25 Auto
Int Property iRerollChanceGunnerR1 = 5 Auto
Int Property iRerollChanceGunnerR2 = 5 Auto
Int Property iRerollChanceGunnerR3 = 5 Auto
Int Property iRerollChanceGunnerR4 = 5 Auto
Int Property iRerollChanceGunnerR5 = 5 Auto
Int Property iRerollChanceGunnerR6 = 5 Auto
Int Property iRerollChanceGunnerR7 = 5 Auto
Int Property iRerollChanceGunnerR8 = 5 Auto
Int Property iRerollChanceGunnerR9 = 5 Auto
Int Property iRerollChanceGunnerR10 = 5 Auto
Int Property iRerollChanceGunnerR11 = 5 Auto
Int Property iRerollChanceGunnerR12 = 5 Auto
Int Property iDifficultyGunnerR1 = 1 Auto
Int Property iDifficultyGunnerR2 = 1 Auto
Int Property iDifficultyGunnerR3 = 1 Auto
Int Property iDifficultyGunnerR4 = 1 Auto
Int Property iDifficultyGunnerR5 = 1 Auto
Int Property iDifficultyGunnerR6 = 1 Auto
Int Property iDifficultyGunnerR7 = 1 Auto
Int Property iDifficultyGunnerR8 = 1 Auto
Int Property iDifficultyGunnerR9 = 1 Auto
Int Property iDifficultyGunnerR10 = 1 Auto
Int Property iDifficultyGunnerR11 = 1 Auto
Int Property iDifficultyGunnerR12 = 1 Auto
Int Property iEZGunnerR1 = 0 Auto
Int Property iEZGunnerR2 = 0 Auto
Int Property iEZGunnerR3 = 0 Auto
Int Property iEZGunnerR4 = 0 Auto
Int Property iEZGunnerR5 = 0 Auto
Int Property iEZGunnerR6 = 0 Auto
Int Property iEZGunnerR7 = 0 Auto
Int Property iEZGunnerR8 = 0 Auto
Int Property iEZGunnerR9 = 0 Auto
Int Property iEZGunnerR10 = 0 Auto
Int Property iEZGunnerR11 = 0 Auto
Int Property iEZGunnerR12 = 0 Auto
;Forged Properties
ActorBase Property LvlForged Auto Const
ActorBase Property LvlForgedBoss Auto Const
Bool Property bAllowedForgedR1 = false Auto
Bool Property bAllowedForgedR2 = false Auto
Bool Property bAllowedForgedR3 = false Auto
Bool Property bAllowedForgedR4 = false Auto
Bool Property bAllowedForgedR5 = false Auto
Bool Property bAllowedForgedR6 = false Auto
Bool Property bAllowedForgedR7 = false Auto
Bool Property bAllowedForgedR8 = false Auto
Bool Property bAllowedForgedR9 = false Auto
Bool Property bAllowedForgedR10 = false Auto
Bool Property bAllowedForgedR11 = false Auto
Bool Property bAllowedForgedR12 = false Auto
Bool Property bAllowedBossForgedR1 = false Auto
Bool Property bAllowedBossForgedR2 = false Auto
Bool Property bAllowedBossForgedR3 = false Auto
Bool Property bAllowedBossForgedR4 = false Auto
Bool Property bAllowedBossForgedR5 = false Auto
Bool Property bAllowedBossForgedR6 = false Auto
Bool Property bAllowedBossForgedR7 = false Auto
Bool Property bAllowedBossForgedR8 = false Auto
Bool Property bAllowedBossForgedR9 = false Auto
Bool Property bAllowedBossForgedR10 = false Auto
Bool Property bAllowedBossForgedR11 = false Auto
Bool Property bAllowedBossForgedR12 = false Auto
Int Property iMaxAllowedForgedR1 = 5 Auto
Int Property iMaxAllowedForgedR2 = 5 Auto
Int Property iMaxAllowedForgedR3 = 5 Auto
Int Property iMaxAllowedForgedR4 = 5 Auto
Int Property iMaxAllowedForgedR5 = 5 Auto
Int Property iMaxAllowedForgedR6 = 5 Auto
Int Property iMaxAllowedForgedR7 = 5 Auto
Int Property iMaxAllowedForgedR8 = 5 Auto
Int Property iMaxAllowedForgedR9 = 5 Auto
Int Property iMaxAllowedForgedR10 = 5 Auto
Int Property iMaxAllowedForgedR11 = 5 Auto
Int Property iMaxAllowedForgedR12 = 5 Auto
Int Property iMaxAllowedBossForgedR1 = 1 Auto
Int Property iMaxAllowedBossForgedR2 = 1 Auto
Int Property iMaxAllowedBossForgedR3 = 1 Auto
Int Property iMaxAllowedBossForgedR4 = 1 Auto
Int Property iMaxAllowedBossForgedR5 = 1 Auto
Int Property iMaxAllowedBossForgedR6 = 1 Auto
Int Property iMaxAllowedBossForgedR7 = 1 Auto
Int Property iMaxAllowedBossForgedR8 = 1 Auto
Int Property iMaxAllowedBossForgedR9 = 1 Auto
Int Property iMaxAllowedBossForgedR10 = 1 Auto
Int Property iMaxAllowedBossForgedR11 = 1 Auto
Int Property iMaxAllowedBossForgedR12 = 1 Auto
Int Property iChanceSpawnForgedR1 = 75 Auto
Int Property iChanceSpawnForgedR2 = 75 Auto
Int Property iChanceSpawnForgedR3 = 75 Auto
Int Property iChanceSpawnForgedR4 = 75 Auto
Int Property iChanceSpawnForgedR5 = 75 Auto
Int Property iChanceSpawnForgedR6 = 75 Auto
Int Property iChanceSpawnForgedR7 = 75 Auto
Int Property iChanceSpawnForgedR8 = 75 Auto
Int Property iChanceSpawnForgedR9 = 75 Auto
Int Property iChanceSpawnForgedR10 = 75 Auto
Int Property iChanceSpawnForgedR11 = 75 Auto
Int Property iChanceSpawnForgedR12 = 75 Auto
Int Property iChanceSpawnBossForgedR1 = 25 Auto
Int Property iChanceSpawnBossForgedR2 = 25 Auto
Int Property iChanceSpawnBossForgedR3 = 25 Auto
Int Property iChanceSpawnBossForgedR4 = 25 Auto
Int Property iChanceSpawnBossForgedR5 = 25 Auto
Int Property iChanceSpawnBossForgedR6 = 25 Auto
Int Property iChanceSpawnBossForgedR7 = 25 Auto
Int Property iChanceSpawnBossForgedR8 = 25 Auto
Int Property iChanceSpawnBossForgedR9 = 25 Auto
Int Property iChanceSpawnBossForgedR10 = 25 Auto
Int Property iChanceSpawnBossForgedR11 = 25 Auto
Int Property iChanceSpawnBossForgedR12 = 25 Auto
Int Property iRerollChanceForgedR1 = 5 Auto
Int Property iRerollChanceForgedR2 = 5 Auto
Int Property iRerollChanceForgedR3 = 5 Auto
Int Property iRerollChanceForgedR4 = 5 Auto
Int Property iRerollChanceForgedR5 = 5 Auto
Int Property iRerollChanceForgedR6 = 5 Auto
Int Property iRerollChanceForgedR7 = 5 Auto
Int Property iRerollChanceForgedR8 = 5 Auto
Int Property iRerollChanceForgedR9 = 5 Auto
Int Property iRerollChanceForgedR10 = 5 Auto
Int Property iRerollChanceForgedR11 = 5 Auto
Int Property iRerollChanceForgedR12 = 5 Auto
Int Property iDifficultyForgedR1 = 1 Auto
Int Property iDifficultyForgedR2 = 1 Auto
Int Property iDifficultyForgedR3 = 1 Auto
Int Property iDifficultyForgedR4 = 1 Auto
Int Property iDifficultyForgedR5 = 1 Auto
Int Property iDifficultyForgedR6 = 1 Auto
Int Property iDifficultyForgedR7 = 1 Auto
Int Property iDifficultyForgedR8 = 1 Auto
Int Property iDifficultyForgedR9 = 1 Auto
Int Property iDifficultyForgedR10 = 1 Auto
Int Property iDifficultyForgedR11 = 1 Auto
Int Property iDifficultyForgedR12 = 1 Auto
Int Property iEZForgedR1 = 0 Auto
Int Property iEZForgedR2 = 0 Auto
Int Property iEZForgedR3 = 0 Auto
Int Property iEZForgedR4 = 0 Auto
Int Property iEZForgedR5 = 0 Auto
Int Property iEZForgedR6 = 0 Auto
Int Property iEZForgedR7 = 0 Auto
Int Property iEZForgedR8 = 0 Auto
Int Property iEZForgedR9 = 0 Auto
Int Property iEZForgedR10 = 0 Auto
Int Property iEZForgedR11 = 0 Auto
Int Property iEZForgedR12 = 0 Auto
;Triggerman Properties
ActorBase Property LvlTriggerman Auto Const
Bool Property bAllowedTmenR1 = false Auto
Bool Property bAllowedTmenR2 = false Auto
Bool Property bAllowedTmenR3 = false Auto
Bool Property bAllowedTmenR4 = false Auto
Bool Property bAllowedTmenR5 = false Auto
Bool Property bAllowedTmenR6 = false Auto
Bool Property bAllowedTmenR7 = false Auto
Bool Property bAllowedTmenR8 = false Auto
Bool Property bAllowedTmenR9 = false Auto
Bool Property bAllowedTmenR10 = false Auto
Bool Property bAllowedTmenR11 = false Auto
Bool Property bAllowedTmenR12 = false Auto
Bool Property bAllowedBossTmenR1 = false Auto
Bool Property bAllowedBossTmenR2 = false Auto
Bool Property bAllowedBossTmenR3 = false Auto
Bool Property bAllowedBossTmenR4 = false Auto
Bool Property bAllowedBossTmenR5 = false Auto
Bool Property bAllowedBossTmenR6 = false Auto
Bool Property bAllowedBossTmenR7 = false Auto
Bool Property bAllowedBossTmenR8 = false Auto
Bool Property bAllowedBossTmenR9 = false Auto
Bool Property bAllowedBossTmenR10 = false Auto
Bool Property bAllowedBossTmenR11 = false Auto
Bool Property bAllowedBossTmenR12 = false Auto
Int Property iMaxAllowedTmenR1 = 5 Auto
Int Property iMaxAllowedTmenR2 = 5 Auto
Int Property iMaxAllowedTmenR3 = 5 Auto
Int Property iMaxAllowedTmenR4 = 5 Auto
Int Property iMaxAllowedTmenR5 = 5 Auto
Int Property iMaxAllowedTmenR6 = 5 Auto
Int Property iMaxAllowedTmenR7 = 5 Auto
Int Property iMaxAllowedTmenR8 = 5 Auto
Int Property iMaxAllowedTmenR9 = 5 Auto
Int Property iMaxAllowedTmenR10 = 5 Auto
Int Property iMaxAllowedTmenR11 = 5 Auto
Int Property iMaxAllowedTmenR12 = 5 Auto
Int Property iMaxAllowedBossTmenR1 = 1 Auto
Int Property iMaxAllowedBossTmenR2 = 1 Auto
Int Property iMaxAllowedBossTmenR3 = 1 Auto
Int Property iMaxAllowedBossTmenR4 = 1 Auto
Int Property iMaxAllowedBossTmenR5 = 1 Auto
Int Property iMaxAllowedBossTmenR6 = 1 Auto
Int Property iMaxAllowedBossTmenR7 = 1 Auto
Int Property iMaxAllowedBossTmenR8 = 1 Auto
Int Property iMaxAllowedBossTmenR9 = 1 Auto
Int Property iMaxAllowedBossTmenR10 = 1 Auto
Int Property iMaxAllowedBossTmenR11 = 1 Auto
Int Property iMaxAllowedBossTmenR12 = 1 Auto
Int Property iChanceSpawnTmenR1 = 75 Auto
Int Property iChanceSpawnTmenR2 = 75 Auto
Int Property iChanceSpawnTmenR3 = 75 Auto
Int Property iChanceSpawnTmenR4 = 75 Auto
Int Property iChanceSpawnTmenR5 = 75 Auto
Int Property iChanceSpawnTmenR6 = 75 Auto
Int Property iChanceSpawnTmenR7 = 75 Auto
Int Property iChanceSpawnTmenR8 = 75 Auto
Int Property iChanceSpawnTmenR9 = 75 Auto
Int Property iChanceSpawnTmenR10 = 75 Auto
Int Property iChanceSpawnTmenR11 = 75 Auto
Int Property iChanceSpawnTmenR12 = 75 Auto
Int Property iChanceSpawnBossTmenR1 = 25 Auto
Int Property iChanceSpawnBossTmenR2 = 25 Auto
Int Property iChanceSpawnBossTmenR3 = 25 Auto
Int Property iChanceSpawnBossTmenR4 = 25 Auto
Int Property iChanceSpawnBossTmenR5 = 25 Auto
Int Property iChanceSpawnBossTmenR6 = 25 Auto
Int Property iChanceSpawnBossTmenR7 = 25 Auto
Int Property iChanceSpawnBossTmenR8 = 25 Auto
Int Property iChanceSpawnBossTmenR9 = 25 Auto
Int Property iChanceSpawnBossTmenR10 = 25 Auto
Int Property iChanceSpawnBossTmenR11 = 25 Auto
Int Property iChanceSpawnBossTmenR12 = 25 Auto
Int Property iRerollChanceTmenR1 = 5 Auto
Int Property iRerollChanceTmenR2 = 5 Auto
Int Property iRerollChanceTmenR3 = 5 Auto
Int Property iRerollChanceTmenR4 = 5 Auto
Int Property iRerollChanceTmenR5 = 5 Auto
Int Property iRerollChanceTmenR6 = 5 Auto
Int Property iRerollChanceTmenR7 = 5 Auto
Int Property iRerollChanceTmenR8 = 5 Auto
Int Property iRerollChanceTmenR9 = 5 Auto
Int Property iRerollChanceTmenR10 = 5 Auto
Int Property iRerollChanceTmenR11 = 5 Auto
Int Property iRerollChanceTmenR12 = 5 Auto
Int Property iDifficultyTmenR1 = 1 Auto
Int Property iDifficultyTmenR2 = 1 Auto
Int Property iDifficultyTmenR3 = 1 Auto
Int Property iDifficultyTmenR4 = 1 Auto
Int Property iDifficultyTmenR5 = 1 Auto
Int Property iDifficultyTmenR6 = 1 Auto
Int Property iDifficultyTmenR7 = 1 Auto
Int Property iDifficultyTmenR8 = 1 Auto
Int Property iDifficultyTmenR9 = 1 Auto
Int Property iDifficultyTmenR10 = 1 Auto
Int Property iDifficultyTmenR11 = 1 Auto
Int Property iDifficultyTmenR12 = 1 Auto
Int Property iEZTmenR1 = 0 Auto
Int Property iEZTmenR2 = 0 Auto
Int Property iEZTmenR3 = 0 Auto
Int Property iEZTmenR4 = 0 Auto
Int Property iEZTmenR5 = 0 Auto
Int Property iEZTmenR6 = 0 Auto
Int Property iEZTmenR7 = 0 Auto
Int Property iEZTmenR8 = 0 Auto
Int Property iEZTmenR9 = 0 Auto
Int Property iEZTmenR10 = 0 Auto
Int Property iEZTmenR11 = 0 Auto
Int Property iEZTmenR12 = 0 Auto

;Event OnStageSet(int auiStageID, int auiItemID)
	;Moved to Quest fragments due to large size of code, this quest is storage for properties and functions now
;EndEvent

Event OnTimerGameTime(int aiTimerID)
	if aiTimerID == iResetTimerR1
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R1.GetSize())
			ObjectReference kMarker = ASC_ResetList_R1.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R1.Revert()
		Debug.Notification("R1 Spawn Markers Reset")
	elseif aiTimerID == iResetTimerR2
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R2.GetSize())
			ObjectReference kMarker = ASC_ResetList_R2.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R2.Revert()
	elseif aiTimerID == iResetTimerR3
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R3.GetSize())
			ObjectReference kMarker = ASC_ResetList_R3.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R3.Revert()
	elseif aiTimerID == iResetTimerR4
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R4.GetSize())
			ObjectReference kMarker = ASC_ResetList_R4.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R4.Revert()
	elseif aiTimerID == iResetTimerR5
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R5.GetSize())
			ObjectReference kMarker = ASC_ResetList_R5.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R5.Revert()
	elseif aiTimerID == iResetTimerR6
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R6.GetSize())
			ObjectReference kMarker = ASC_ResetList_R6.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R6.Revert()
	elseif aiTimerID == iResetTimerR7
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R7.GetSize())
			ObjectReference kMarker = ASC_ResetList_R7.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R7.Revert()
	elseif aiTimerID == iResetTimerR8
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R8.GetSize())
			ObjectReference kMarker = ASC_ResetList_R8.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R8.Revert()
	elseif aiTimerID == iResetTimerR9
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R9.GetSize())
			ObjectReference kMarker = ASC_ResetList_R9.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R9.Revert()
	elseif aiTimerID == iResetTimerR10
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R10.GetSize())
			ObjectReference kMarker = ASC_ResetList_R10.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R10.Revert()
	elseif aiTimerID == iResetTimerR11
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R11.GetSize())
			ObjectReference kMarker = ASC_ResetList_R11.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R11.Revert()
	elseif aiTimerID == iResetTimerR12
		Int iIndex = 0
		While (iIndex < ASC_ResetList_R12.GetSize())
			ObjectReference kMarker = ASC_ResetList_R12.GetAt(iIndex) as ObjectReference
			kMarker.EnableNoWait()
			iIndex += 1
		EndWhile
		ASC_ResetList_R12.Revert()
	endif
EndEvent

;Start Reset Timers Functions

Function StartAllTimers()
	if bTimerRunningR1 == false	
		StartTimerGameTime(iTimerResetR1, iResetTimerR1)
		Utility.Wait(0.1)
		bTimerRunningR1 = true
	endif
	if bTimerRunningR2 == false
		StartTimerGameTime(iTimerResetR2, iResetTimerR2)
		Utility.Wait(0.1)
		bTimerRunningR2 = true
	endif
	if bTimerRunningR3 == false
		StartTimerGameTime(iTimerResetR3, iResetTimerR3)
		Utility.Wait(0.1)
		bTimerRunningR3 = true
	endif
	if bTimerRunningR4 == false
		StartTimerGameTime(iTimerResetR4, iResetTimerR4)
		Utility.Wait(0.1)
		bTimerRunningR4 = true
	endif
	if bTimerRunningR5 == false
		StartTimerGameTime(iTimerResetR5, iResetTimerR5)
		Utility.Wait(0.1)
		bTimerRunningR5 = true
	endif
	if bTimerRunningR6 == false
		StartTimerGameTime(iTimerResetR6, iResetTimerR6)
		Utility.Wait(0.1)
		bTimerRunningR6 = true
	endif
	if bTimerRunningR7 == false
		StartTimerGameTime(iTimerResetR7, iResetTimerR7)
		Utility.Wait(0.1)
		bTimerRunningR7 = true
	endif
	if bTimerRunningR8 == false
		StartTimerGameTime(iTimerResetR8, iResetTimerR8)
		Utility.Wait(0.1)
		bTimerRunningR8 = true
	endif
	if bTimerRunningR9 == false
		StartTimerGameTime(iTimerResetR9, iResetTimerR9)
		Utility.Wait(0.1)
		bTimerRunningR9 = true
	endif
	if bTimerRunningR10 == false
		StartTimerGameTime(iTimerResetR10, iResetTimerR10)
		Utility.Wait(0.1)
		bTimerRunningR6 = true
	endif
	if bTimerRunningR11 == false
		StartTimerGameTime(iTimerResetR11, iResetTimerR11)
		Utility.Wait(0.1)
		bTimerRunningR11 = true
	endif
	if bTimerRunningR12 == false
		StartTimerGameTime(iTimerResetR12, iResetTimerR12)
		Utility.Wait(0.1)
		bTimerRunningR12 = true
	endif
EndFunction

Function StartTimerR1()
	if bTimerRunningR1 == false	
		StartTimerGameTime(iTimerResetR1, iResetTimerR1)
		Utility.Wait(0.1)
		bTimerRunningR1 = true
	endif
EndFunction

Function StartTimerR2()
	if bTimerRunningR2 == false
		StartTimerGameTime(iTimerResetR2, iResetTimerR2)
		Utility.Wait(0.1)
		bTimerRunningR2 = true
	endif
EndFunction

Function StartTimerR3()
	if bTimerRunningR3 == false
		StartTimerGameTime(iTimerResetR3, iResetTimerR3)
		Utility.Wait(0.1)
		bTimerRunningR3 = true
	endif
EndFunction

Function StartTimerR4()
	if bTimerRunningR4 == false
		StartTimerGameTime(iTimerResetR4, iResetTimerR4)
		Utility.Wait(0.1)
		bTimerRunningR4 = true
	endif
EndFunction

Function StartTimerR5()
	if bTimerRunningR5 == false
		StartTimerGameTime(iTimerResetR5, iResetTimerR5)
		Utility.Wait(0.1)
		bTimerRunningR5 = true
	endif
EndFunction

Function StartTimerR6()
	if bTimerRunningR6 == false
		StartTimerGameTime(iTimerResetR6, iResetTimerR6)
		Utility.Wait(0.1)
		bTimerRunningR6 = true
	endif
EndFunction

Function StartTimerR7()
	if bTimerRunningR7 == false
		StartTimerGameTime(iTimerResetR7, iResetTimerR7)
		Utility.Wait(0.1)
		bTimerRunningR7 = true
	endif
EndFunction

Function StartTimerR8()
	if bTimerRunningR8 == false
		StartTimerGameTime(iTimerResetR8, iResetTimerR8)
		Utility.Wait(0.1)
		bTimerRunningR8 = true
	endif
EndFunction

Function StartTimerR9()
	if bTimerRunningR9 == false
		StartTimerGameTime(iTimerResetR9, iResetTimerR9)
		Utility.Wait(0.1)
		bTimerRunningR9 = true
	endif
EndFunction

Function StartTimerR10()
	if bTimerRunningR10 == false
		StartTimerGameTime(iTimerResetR10, iResetTimerR10)
		Utility.Wait(0.1)
		bTimerRunningR6 = true
	endif
EndFunction

Function StartTimerR11()
	if bTimerRunningR11 == false
		StartTimerGameTime(iTimerResetR11, iResetTimerR11)
		Utility.Wait(0.1)
		bTimerRunningR11 = true
	endif
EndFunction

Function StartTimerR12()
	if bTimerRunningR12 == false
		StartTimerGameTime(iTimerResetR12, iResetTimerR12)
		Utility.Wait(0.1)
		bTimerRunningR12 = true
	endif
EndFunction

;Cancel Reset Timers Functions

Function CancelAllTimers()
	if bTimerRunningR1 == true	
		CancelTimerGameTime(iResetTimerR1)
		Utility.Wait(0.1)
		bTimerRunningR1 = false
	endif
	if bTimerRunningR2 == true
		CancelTimerGameTime(iResetTimerR2)
		Utility.Wait(0.1)
		bTimerRunningR2 = false
	endif
	if bTimerRunningR3 == true
		CancelTimerGameTime(iResetTimerR3)
		Utility.Wait(0.1)
		bTimerRunningR3 = false
	endif
	if bTimerRunningR4 == true
		CancelTimerGameTime(iResetTimerR4)
		Utility.Wait(0.1)
		bTimerRunningR4 = false
	endif
	if bTimerRunningR5 == true
		CancelTimerGameTime(iResetTimerR5)
		Utility.Wait(0.1)
		bTimerRunningR5 = false
	endif
	if bTimerRunningR6 == true
		CancelTimerGameTime(iResetTimerR6)
		Utility.Wait(0.1)
		bTimerRunningR6 = false
	endif
	if bTimerRunningR7 == true
		CancelTimerGameTime(iResetTimerR7)
		Utility.Wait(0.1)
		bTimerRunningR7 = false
	endif
	if bTimerRunningR8 == true
		CancelTimerGameTime(iResetTimerR8)
		Utility.Wait(0.1)
		bTimerRunningR8 = false
	endif
	if bTimerRunningR9 == true
		CancelTimerGameTime(iResetTimerR9)
		Utility.Wait(0.1)
		bTimerRunningR9 = false
	endif
	if bTimerRunningR10 == true
		CancelTimerGameTime(iResetTimerR10)
		Utility.Wait(0.1)
		bTimerRunningR6 = false
	endif
	if bTimerRunningR11 == true
		CancelTimerGameTime(iResetTimerR11)
		Utility.Wait(0.1)
		bTimerRunningR11 = false
	endif
	if bTimerRunningR12 == true
		CancelTimerGameTime(iResetTimerR12)
		Utility.Wait(0.1)
		bTimerRunningR12 = false
	endif
EndFunction

Function CancelTimerR1()
	if bTimerRunningR1 == true	
		CancelTimerGameTime(iResetTimerR1)
		Utility.Wait(0.1)
		bTimerRunningR1 = false
	endif
EndFunction

Function CancelTimerR2()
	if bTimerRunningR2 == true
		CancelTimerGameTime(iResetTimerR2)
		Utility.Wait(0.1)
		bTimerRunningR2 = false
	endif
EndFunction

Function CancelTimerR3()
	if bTimerRunningR3 == true
		CancelTimerGameTime(iResetTimerR3)
		Utility.Wait(0.1)
		bTimerRunningR3 = false
	endif
EndFunction

Function CancelTimerR4()
	if bTimerRunningR4 == true
		CancelTimerGameTime(iResetTimerR4)
		Utility.Wait(0.1)
		bTimerRunningR4 = false
	endif
EndFunction

Function CancelTimerR5()
	if bTimerRunningR5 == true
		CancelTimerGameTime(iResetTimerR5)
		Utility.Wait(0.1)
		bTimerRunningR5 = false
	endif
EndFunction

Function CancelTimerR6()
	if bTimerRunningR6 == true
		CancelTimerGameTime(iResetTimerR6)
		Utility.Wait(0.1)
		bTimerRunningR6 = false
	endif
EndFunction

Function CancelTimerR7()
	if bTimerRunningR7 == true
		CancelTimerGameTime(iResetTimerR7)
		Utility.Wait(0.1)
		bTimerRunningR7 = false
	endif
EndFunction

Function CancelTimerR8()
	if bTimerRunningR8 == true
		CancelTimerGameTime(iResetTimerR8)
		Utility.Wait(0.1)
		bTimerRunningR8 = false
	endif
EndFunction

Function CancelTimerR9()
	if bTimerRunningR9 == true
		CancelTimerGameTime(iResetTimerR9)
		Utility.Wait(0.1)
		bTimerRunningR9 = false
	endif
EndFunction

Function CancelTimerR10()
	if bTimerRunningR10 == true
		CancelTimerGameTime(iResetTimerR10)
		Utility.Wait(0.1)
		bTimerRunningR6 = false
	endif
EndFunction

Function CancelTimerR11()
	if bTimerRunningR11 == true
		CancelTimerGameTime(iResetTimerR11)
		Utility.Wait(0.1)
		bTimerRunningR11 = false
	endif
EndFunction

Function CancelTimerR12()
	if bTimerRunningR12 == true
		CancelTimerGameTime(iResetTimerR12)
		Utility.Wait(0.1)
		bTimerRunningR12 = false
	endif
EndFunction

;Master Menu Preset Functions

Function SetPresetMasterFOTCAllRegions()

	ClearAllArrays()  ;Clear all Arrays before setting master preset
	
	bAllowedRaiderR1 = true
	bAllowedRaiderR2 = true
	bAllowedRaiderR3 = true
	bAllowedRaiderR4 = true
	bAllowedRaiderR5 = true
	bAllowedRaiderR6 = true
	bAllowedRaiderR7 = true
	bAllowedRaiderR8 = true
	bAllowedRaiderR9 = true
	bAllowedRaiderR10 = true
	bAllowedRaiderR11 = true
	bAllowedRaiderR12 = true
	bAllowedBossRaiderR1 = true
	bAllowedBossRaiderR2 = true
	bAllowedBossRaiderR3 = true
	bAllowedBossRaiderR4 = true
	bAllowedBossRaiderR5 = true
	bAllowedBossRaiderR6 = true
	bAllowedBossRaiderR7 = true
	bAllowedBossRaiderR8 = true
	bAllowedBossRaiderR9 = true
	bAllowedBossRaiderR10 = true
	bAllowedBossRaiderR11 = true
	bAllowedBossRaiderR12 = true
	iMaxAllowedRaiderR1 = 4
	iMaxAllowedRaiderR2 = 4
	iMaxAllowedRaiderR3 = 4
	iMaxAllowedRaiderR4 = 4
	iMaxAllowedRaiderR5 = 4
	iMaxAllowedRaiderR6 = 4
	iMaxAllowedRaiderR7 = 4
	iMaxAllowedRaiderR8 = 4
	iMaxAllowedRaiderR9 = 4
	iMaxAllowedRaiderR10 = 4
	iMaxAllowedRaiderR11 = 4
	iMaxAllowedRaiderR12 = 4
	iMaxAllowedBossRaiderR1 = 1
	iMaxAllowedBossRaiderR2 = 1
	iMaxAllowedBossRaiderR3 = 1
	iMaxAllowedBossRaiderR4 = 1
	iMaxAllowedBossRaiderR5 = 1
	iMaxAllowedBossRaiderR6 = 1
	iMaxAllowedBossRaiderR7 = 1
	iMaxAllowedBossRaiderR8 = 1
	iMaxAllowedBossRaiderR9 = 1
	iMaxAllowedBossRaiderR10 = 1
	iMaxAllowedBossRaiderR11 = 1
	iMaxAllowedBossRaiderR12 = 1
	iChanceSpawnRaiderR1 = 75
	iChanceSpawnRaiderR2 = 75
	iChanceSpawnRaiderR3 = 75
	iChanceSpawnRaiderR4 = 75
	iChanceSpawnRaiderR5 = 75
	iChanceSpawnRaiderR6 = 75
	iChanceSpawnRaiderR7 = 75
	iChanceSpawnRaiderR8 = 75
	iChanceSpawnRaiderR9 = 75
	iChanceSpawnRaiderR10 = 75
	iChanceSpawnRaiderR11 = 75
	iChanceSpawnRaiderR12 = 75
	iChanceSpawnBossRaiderR1 = 15
	iChanceSpawnBossRaiderR2 = 15
	iChanceSpawnBossRaiderR3 = 15
	iChanceSpawnBossRaiderR4 = 15
	iChanceSpawnBossRaiderR5 = 15
	iChanceSpawnBossRaiderR6 = 15
	iChanceSpawnBossRaiderR7 = 15
	iChanceSpawnBossRaiderR8 = 15
	iChanceSpawnBossRaiderR9 = 15
	iChanceSpawnBossRaiderR10 = 15
	iChanceSpawnBossRaiderR11 = 15
	iChanceSpawnBossRaiderR12 = 15
	iRerollChanceRaiderR1 = 5
	iRerollChanceRaiderR2 = 5
	iRerollChanceRaiderR3 = 5
	iRerollChanceRaiderR4 = 5
	iRerollChanceRaiderR5 = 5
	iRerollChanceRaiderR6 = 5
	iRerollChanceRaiderR7 = 5
	iRerollChanceRaiderR8 = 5
	iRerollChanceRaiderR9 = 5
	iRerollChanceRaiderR10 = 5
	iRerollChanceRaiderR11 = 5
	iRerollChanceRaiderR12 = 5
	bAllowedGunnerR1 = true
	bAllowedGunnerR2 = true
	bAllowedGunnerR3 = true
	bAllowedGunnerR4 = true
	bAllowedGunnerR5 = true
	bAllowedGunnerR6 = true
	bAllowedGunnerR7 = true
	bAllowedGunnerR8 = true
	bAllowedGunnerR9 = true
	bAllowedGunnerR10 = true
	bAllowedGunnerR11 = true
	bAllowedGunnerR12 = true
	bAllowedBossGunnerR1 = true
	bAllowedBossGunnerR2 = true
	bAllowedBossGunnerR3 = true
	bAllowedBossGunnerR4 = true
	bAllowedBossGunnerR5 = true
	bAllowedBossGunnerR6 = true
	bAllowedBossGunnerR7 = true
	bAllowedBossGunnerR8 = true
	bAllowedBossGunnerR9 = true
	bAllowedBossGunnerR10 = true
	bAllowedBossGunnerR11 = true
	bAllowedBossGunnerR12 = true
	iMaxAllowedGunnerR1 = 4
	iMaxAllowedGunnerR2 = 4
	iMaxAllowedGunnerR3 = 4
	iMaxAllowedGunnerR4 = 4
	iMaxAllowedGunnerR5 = 4
	iMaxAllowedGunnerR6 = 4
	iMaxAllowedGunnerR7 = 4
	iMaxAllowedGunnerR8 = 4
	iMaxAllowedGunnerR9 = 4
	iMaxAllowedGunnerR10 = 4
	iMaxAllowedGunnerR11 = 4
	iMaxAllowedGunnerR12 = 4
	iMaxAllowedBossGunnerR1 = 1
	iMaxAllowedBossGunnerR2 = 1
	iMaxAllowedBossGunnerR3 = 1
	iMaxAllowedBossGunnerR4 = 1
	iMaxAllowedBossGunnerR5 = 1
	iMaxAllowedBossGunnerR6 = 1
	iMaxAllowedBossGunnerR7 = 1
	iMaxAllowedBossGunnerR8 = 1
	iMaxAllowedBossGunnerR9 = 1
	iMaxAllowedBossGunnerR10 = 1
	iMaxAllowedBossGunnerR11 = 1
	iMaxAllowedBossGunnerR12 = 1
	iChanceSpawnGunnerR1 = 75
	iChanceSpawnGunnerR2 = 75
	iChanceSpawnGunnerR3 = 75
	iChanceSpawnGunnerR4 = 75
	iChanceSpawnGunnerR5 = 75
	iChanceSpawnGunnerR6 = 75
	iChanceSpawnGunnerR7 = 75
	iChanceSpawnGunnerR8 = 75
	iChanceSpawnGunnerR9 = 75
	iChanceSpawnGunnerR10 = 75
	iChanceSpawnGunnerR11 = 75
	iChanceSpawnGunnerR12 = 75
	iChanceSpawnBossGunnerR1 = 15
	iChanceSpawnBossGunnerR2 = 15
	iChanceSpawnBossGunnerR3 = 15
	iChanceSpawnBossGunnerR4 = 15
	iChanceSpawnBossGunnerR5 = 15
	iChanceSpawnBossGunnerR6 = 15
	iChanceSpawnBossGunnerR7 = 15
	iChanceSpawnBossGunnerR8 = 15
	iChanceSpawnBossGunnerR9 = 15
	iChanceSpawnBossGunnerR10 = 15
	iChanceSpawnBossGunnerR11 = 15
	iChanceSpawnBossGunnerR12 = 15
	iRerollChanceGunnerR1 = 5
	iRerollChanceGunnerR2 = 5
	iRerollChanceGunnerR3 = 5
	iRerollChanceGunnerR4 = 5
	iRerollChanceGunnerR5 = 5
	iRerollChanceGunnerR6 = 5
	iRerollChanceGunnerR7 = 5
	iRerollChanceGunnerR8 = 5
	iRerollChanceGunnerR9 = 5
	iRerollChanceGunnerR10 = 5
	iRerollChanceGunnerR11 = 5
	iRerollChanceGunnerR12 = 5
	bAllowedForgedR1 = true
	bAllowedForgedR2 = true
	bAllowedForgedR3 = true
	bAllowedForgedR4 = true
	bAllowedForgedR5 = true
	bAllowedForgedR6 = true
	bAllowedForgedR7 = true
	bAllowedForgedR8 = true
	bAllowedForgedR9 = true
	bAllowedForgedR10 = true
	bAllowedForgedR11 = true
	bAllowedForgedR12 = true
	bAllowedBossForgedR1 = true
	bAllowedBossForgedR2 = true
	bAllowedBossForgedR3 = true
	bAllowedBossForgedR4 = true
	bAllowedBossForgedR5 = true
	bAllowedBossForgedR6 = true
	bAllowedBossForgedR7 = true
	bAllowedBossForgedR8 = true
	bAllowedBossForgedR9 = true
	bAllowedBossForgedR10 = true
	bAllowedBossForgedR11 = true
	bAllowedBossForgedR12 = true
	iMaxAllowedForgedR1 = 4
	iMaxAllowedForgedR2 = 4
	iMaxAllowedForgedR3 = 4
	iMaxAllowedForgedR4 = 4
	iMaxAllowedForgedR5 = 4
	iMaxAllowedForgedR6 = 4
	iMaxAllowedForgedR7 = 4
	iMaxAllowedForgedR8 = 4
	iMaxAllowedForgedR9 = 4
	iMaxAllowedForgedR10 = 4
	iMaxAllowedForgedR11 = 4
	iMaxAllowedForgedR12 = 4
	iMaxAllowedBossForgedR1 = 1
	iMaxAllowedBossForgedR2 = 1
	iMaxAllowedBossForgedR3 = 1
	iMaxAllowedBossForgedR4 = 1
	iMaxAllowedBossForgedR5 = 1
	iMaxAllowedBossForgedR6 = 1
	iMaxAllowedBossForgedR7 = 1
	iMaxAllowedBossForgedR8 = 1
	iMaxAllowedBossForgedR9 = 1
	iMaxAllowedBossForgedR10 = 1
	iMaxAllowedBossForgedR11 = 1
	iMaxAllowedBossForgedR12 = 1
	iChanceSpawnForgedR1 = 75
	iChanceSpawnForgedR2 = 75
	iChanceSpawnForgedR3 = 75
	iChanceSpawnForgedR4 = 75
	iChanceSpawnForgedR5 = 75
	iChanceSpawnForgedR6 = 75
	iChanceSpawnForgedR7 = 75
	iChanceSpawnForgedR8 = 75
	iChanceSpawnForgedR9 = 75
	iChanceSpawnForgedR10 = 75
	iChanceSpawnForgedR11 = 75
	iChanceSpawnForgedR12 = 75
	iChanceSpawnBossForgedR1 = 15
	iChanceSpawnBossForgedR2 = 15
	iChanceSpawnBossForgedR3 = 15
	iChanceSpawnBossForgedR4 = 15
	iChanceSpawnBossForgedR5 = 15
	iChanceSpawnBossForgedR6 = 15
	iChanceSpawnBossForgedR7 = 15
	iChanceSpawnBossForgedR8 = 15
	iChanceSpawnBossForgedR9 = 15
	iChanceSpawnBossForgedR10 = 15
	iChanceSpawnBossForgedR11 = 15
	iChanceSpawnBossForgedR12 = 15
	iRerollChanceForgedR1 = 5
	iRerollChanceForgedR2 = 5
	iRerollChanceForgedR3 = 5
	iRerollChanceForgedR4 = 5
	iRerollChanceForgedR5 = 5
	iRerollChanceForgedR6 = 5
	iRerollChanceForgedR7 = 5
	iRerollChanceForgedR8 = 5
	iRerollChanceForgedR9 = 5
	iRerollChanceForgedR10 = 5
	iRerollChanceForgedR11 = 5
	iRerollChanceForgedR12 = 5
	bAllowedTmenR1 = true
	bAllowedTmenR2 = true
	bAllowedTmenR3 = true
	bAllowedTmenR4 = true
	bAllowedTmenR5 = true
	bAllowedTmenR6 = true
	bAllowedTmenR7 = true
	bAllowedTmenR8 = true
	bAllowedTmenR9 = true
	bAllowedTmenR10 = true
	bAllowedTmenR11 = true
	bAllowedTmenR12 = true
	bAllowedBossTmenR1 = true
	bAllowedBossTmenR2 = true
	bAllowedBossTmenR3 = true
	bAllowedBossTmenR4 = true
	bAllowedBossTmenR5 = true
	bAllowedBossTmenR6 = true
	bAllowedBossTmenR7 = true
	bAllowedBossTmenR8 = true
	bAllowedBossTmenR9 = true
	bAllowedBossTmenR10 = true
	bAllowedBossTmenR11 = true
	bAllowedBossTmenR12 = true
	iMaxAllowedTmenR1 = 4
	iMaxAllowedTmenR2 = 4
	iMaxAllowedTmenR3 = 4
	iMaxAllowedTmenR4 = 4
	iMaxAllowedTmenR5 = 4
	iMaxAllowedTmenR6 = 4
	iMaxAllowedTmenR7 = 4
	iMaxAllowedTmenR8 = 4
	iMaxAllowedTmenR9 = 4
	iMaxAllowedTmenR10 = 4
	iMaxAllowedTmenR11 = 4
	iMaxAllowedTmenR12 = 4
	iMaxAllowedBossTmenR1 = 1
	iMaxAllowedBossTmenR2 = 1
	iMaxAllowedBossTmenR3 = 1
	iMaxAllowedBossTmenR4 = 1
	iMaxAllowedBossTmenR5 = 1
	iMaxAllowedBossTmenR6 = 1
	iMaxAllowedBossTmenR7 = 1
	iMaxAllowedBossTmenR8 = 1
	iMaxAllowedBossTmenR9 = 1
	iMaxAllowedBossTmenR10 = 1
	iMaxAllowedBossTmenR11 = 1
	iMaxAllowedBossTmenR12 = 1
	iChanceSpawnTmenR1 = 75
	iChanceSpawnTmenR2 = 75
	iChanceSpawnTmenR3 = 75
	iChanceSpawnTmenR4 = 75
	iChanceSpawnTmenR5 = 75
	iChanceSpawnTmenR6 = 75
	iChanceSpawnTmenR7 = 75
	iChanceSpawnTmenR8 = 75
	iChanceSpawnTmenR9 = 75
	iChanceSpawnTmenR10 = 75
	iChanceSpawnTmenR11 = 75
	iChanceSpawnTmenR12 = 75
	iChanceSpawnBossTmenR1 = 15
	iChanceSpawnBossTmenR2 = 15
	iChanceSpawnBossTmenR3 = 15
	iChanceSpawnBossTmenR4 = 15
	iChanceSpawnBossTmenR5 = 15
	iChanceSpawnBossTmenR6 = 15
	iChanceSpawnBossTmenR7 = 15
	iChanceSpawnBossTmenR8 = 15
	iChanceSpawnBossTmenR9 = 15
	iChanceSpawnBossTmenR10 = 15
	iChanceSpawnBossTmenR11 = 15
	iChanceSpawnBossTmenR12 = 15
	iRerollChanceTmenR1 = 5
	iRerollChanceTmenR2 = 5
	iRerollChanceTmenR3 = 5
	iRerollChanceTmenR4 = 5
	iRerollChanceTmenR5 = 5
	iRerollChanceTmenR6 = 5
	iRerollChanceTmenR7 = 5
	iRerollChanceTmenR8 = 5
	iRerollChanceTmenR9 = 5
	iRerollChanceTmenR10 = 5
	iRerollChanceTmenR11 = 5
	iRerollChanceTmenR12 = 5

	FillAllRSArrays()  ;Update Arrays of enabled systems
		
	iCurrentMasterPresetR1 = 1
	
EndFunction

Function SetPresetMasterBOTCAllRegions()

	ClearAllArrays()
	
	bAllowedRaiderR1 = true
	bAllowedRaiderR2 = true
	bAllowedRaiderR3 = true
	bAllowedRaiderR4 = true
	bAllowedRaiderR5 = true
	bAllowedRaiderR6 = true
	bAllowedRaiderR7 = true
	bAllowedRaiderR8 = true
	bAllowedRaiderR9 = true
	bAllowedRaiderR10 = true
	bAllowedRaiderR11 = true
	bAllowedRaiderR12 = true
	bAllowedBossRaiderR1 = true
	bAllowedBossRaiderR2 = true
	bAllowedBossRaiderR3 = true
	bAllowedBossRaiderR4 = true
	bAllowedBossRaiderR5 = true
	bAllowedBossRaiderR6 = true
	bAllowedBossRaiderR7 = true
	bAllowedBossRaiderR8 = true
	bAllowedBossRaiderR9 = true
	bAllowedBossRaiderR10 = true
	bAllowedBossRaiderR11 = true
	bAllowedBossRaiderR12 = true
	iMaxAllowedRaiderR1 = 6
	iMaxAllowedRaiderR2 = 6
	iMaxAllowedRaiderR3 = 6
	iMaxAllowedRaiderR4 = 6
	iMaxAllowedRaiderR5 = 6
	iMaxAllowedRaiderR6 = 6
	iMaxAllowedRaiderR7 = 6
	iMaxAllowedRaiderR8 = 6
	iMaxAllowedRaiderR9 = 6
	iMaxAllowedRaiderR10 = 6
	iMaxAllowedRaiderR11 = 6
	iMaxAllowedRaiderR12 = 6
	iMaxAllowedBossRaiderR1 = 1
	iMaxAllowedBossRaiderR2 = 1
	iMaxAllowedBossRaiderR3 = 1
	iMaxAllowedBossRaiderR4 = 1
	iMaxAllowedBossRaiderR5 = 1
	iMaxAllowedBossRaiderR6 = 1
	iMaxAllowedBossRaiderR7 = 1
	iMaxAllowedBossRaiderR8 = 1
	iMaxAllowedBossRaiderR9 = 1
	iMaxAllowedBossRaiderR10 = 1
	iMaxAllowedBossRaiderR11 = 1
	iMaxAllowedBossRaiderR12 = 1
	iChanceSpawnRaiderR1 = 75
	iChanceSpawnRaiderR2 = 75
	iChanceSpawnRaiderR3 = 75
	iChanceSpawnRaiderR4 = 75
	iChanceSpawnRaiderR5 = 75
	iChanceSpawnRaiderR6 = 75
	iChanceSpawnRaiderR7 = 75
	iChanceSpawnRaiderR8 = 75
	iChanceSpawnRaiderR9 = 75
	iChanceSpawnRaiderR10 = 75
	iChanceSpawnRaiderR11 = 75
	iChanceSpawnRaiderR12 = 75
	iChanceSpawnBossRaiderR1 = 30
	iChanceSpawnBossRaiderR2 = 30
	iChanceSpawnBossRaiderR3 = 30
	iChanceSpawnBossRaiderR4 = 30
	iChanceSpawnBossRaiderR5 = 30
	iChanceSpawnBossRaiderR6 = 30
	iChanceSpawnBossRaiderR7 = 30
	iChanceSpawnBossRaiderR8 = 30
	iChanceSpawnBossRaiderR9 = 30
	iChanceSpawnBossRaiderR10 = 30
	iChanceSpawnBossRaiderR11 = 30
	iChanceSpawnBossRaiderR12 = 30
	iRerollChanceRaiderR1 = 10
	iRerollChanceRaiderR2 = 10
	iRerollChanceRaiderR3 = 10
	iRerollChanceRaiderR4 = 10
	iRerollChanceRaiderR5 = 10
	iRerollChanceRaiderR6 = 10
	iRerollChanceRaiderR7 = 10
	iRerollChanceRaiderR8 = 10
	iRerollChanceRaiderR9 = 10
	iRerollChanceRaiderR10 = 10
	iRerollChanceRaiderR11 = 10
	iRerollChanceRaiderR12 = 10
	bAllowedGunnerR1 = true
	bAllowedGunnerR2 = true
	bAllowedGunnerR3 = true
	bAllowedGunnerR4 = true
	bAllowedGunnerR5 = true
	bAllowedGunnerR6 = true
	bAllowedGunnerR7 = true
	bAllowedGunnerR8 = true
	bAllowedGunnerR9 = true
	bAllowedGunnerR10 = true
	bAllowedGunnerR11 = true
	bAllowedGunnerR12 = true
	bAllowedBossGunnerR1 = true
	bAllowedBossGunnerR2 = true
	bAllowedBossGunnerR3 = true
	bAllowedBossGunnerR4 = true
	bAllowedBossGunnerR5 = true
	bAllowedBossGunnerR6 = true
	bAllowedBossGunnerR7 = true
	bAllowedBossGunnerR8 = true
	bAllowedBossGunnerR9 = true
	bAllowedBossGunnerR10 = true
	bAllowedBossGunnerR11 = true
	bAllowedBossGunnerR12 = true
	iMaxAllowedGunnerR1 = 6
	iMaxAllowedGunnerR2 = 6
	iMaxAllowedGunnerR3 = 6
	iMaxAllowedGunnerR4 = 6
	iMaxAllowedGunnerR5 = 6
	iMaxAllowedGunnerR6 = 6
	iMaxAllowedGunnerR7 = 6
	iMaxAllowedGunnerR8 = 6
	iMaxAllowedGunnerR9 = 6
	iMaxAllowedGunnerR10 = 6
	iMaxAllowedGunnerR11 = 6
	iMaxAllowedGunnerR12 = 6
	iMaxAllowedBossGunnerR1 = 1
	iMaxAllowedBossGunnerR2 = 1
	iMaxAllowedBossGunnerR3 = 1
	iMaxAllowedBossGunnerR4 = 1
	iMaxAllowedBossGunnerR5 = 1
	iMaxAllowedBossGunnerR6 = 1
	iMaxAllowedBossGunnerR7 = 1
	iMaxAllowedBossGunnerR8 = 1
	iMaxAllowedBossGunnerR9 = 1
	iMaxAllowedBossGunnerR10 = 1
	iMaxAllowedBossGunnerR11 = 1
	iMaxAllowedBossGunnerR12 = 1
	iChanceSpawnGunnerR1 = 75
	iChanceSpawnGunnerR2 = 75
	iChanceSpawnGunnerR3 = 75
	iChanceSpawnGunnerR4 = 75
	iChanceSpawnGunnerR5 = 75
	iChanceSpawnGunnerR6 = 75
	iChanceSpawnGunnerR7 = 75
	iChanceSpawnGunnerR8 = 75
	iChanceSpawnGunnerR9 = 75
	iChanceSpawnGunnerR10 = 75
	iChanceSpawnGunnerR11 = 75
	iChanceSpawnGunnerR12 = 75
	iChanceSpawnBossGunnerR1 = 30
	iChanceSpawnBossGunnerR2 = 30
	iChanceSpawnBossGunnerR3 = 30
	iChanceSpawnBossGunnerR4 = 30
	iChanceSpawnBossGunnerR5 = 30
	iChanceSpawnBossGunnerR6 = 30
	iChanceSpawnBossGunnerR7 = 30
	iChanceSpawnBossGunnerR8 = 30
	iChanceSpawnBossGunnerR9 = 30
	iChanceSpawnBossGunnerR10 = 30
	iChanceSpawnBossGunnerR11 = 30
	iChanceSpawnBossGunnerR12 = 30
	iRerollChanceGunnerR1 = 10
	iRerollChanceGunnerR2 = 10
	iRerollChanceGunnerR3 = 10
	iRerollChanceGunnerR4 = 10
	iRerollChanceGunnerR5 = 10
	iRerollChanceGunnerR6 = 10
	iRerollChanceGunnerR7 = 10
	iRerollChanceGunnerR8 = 10
	iRerollChanceGunnerR9 = 10
	iRerollChanceGunnerR10 = 10
	iRerollChanceGunnerR11 = 10
	iRerollChanceGunnerR12 = 10
	bAllowedForgedR1 = true
	bAllowedForgedR2 = true
	bAllowedForgedR3 = true
	bAllowedForgedR4 = true
	bAllowedForgedR5 = true
	bAllowedForgedR6 = true
	bAllowedForgedR7 = true
	bAllowedForgedR8 = true
	bAllowedForgedR9 = true
	bAllowedForgedR10 = true
	bAllowedForgedR11 = true
	bAllowedForgedR12 = true
	bAllowedBossForgedR1 = true
	bAllowedBossForgedR2 = true
	bAllowedBossForgedR3 = true
	bAllowedBossForgedR4 = true
	bAllowedBossForgedR5 = true
	bAllowedBossForgedR6 = true
	bAllowedBossForgedR7 = true
	bAllowedBossForgedR8 = true
	bAllowedBossForgedR9 = true
	bAllowedBossForgedR10 = true
	bAllowedBossForgedR11 = true
	bAllowedBossForgedR12 = true
	iMaxAllowedForgedR1 = 6
	iMaxAllowedForgedR2 = 6
	iMaxAllowedForgedR3 = 6
	iMaxAllowedForgedR4 = 6
	iMaxAllowedForgedR5 = 6
	iMaxAllowedForgedR6 = 6
	iMaxAllowedForgedR7 = 6
	iMaxAllowedForgedR8 = 6
	iMaxAllowedForgedR9 = 6
	iMaxAllowedForgedR10 = 6
	iMaxAllowedForgedR11 = 6
	iMaxAllowedForgedR12 = 6
	iMaxAllowedBossForgedR1 = 1
	iMaxAllowedBossForgedR2 = 1
	iMaxAllowedBossForgedR3 = 1
	iMaxAllowedBossForgedR4 = 1
	iMaxAllowedBossForgedR5 = 1
	iMaxAllowedBossForgedR6 = 1
	iMaxAllowedBossForgedR7 = 1
	iMaxAllowedBossForgedR8 = 1
	iMaxAllowedBossForgedR9 = 1
	iMaxAllowedBossForgedR10 = 1
	iMaxAllowedBossForgedR11 = 1
	iMaxAllowedBossForgedR12 = 1
	iChanceSpawnForgedR1 = 75
	iChanceSpawnForgedR2 = 75
	iChanceSpawnForgedR3 = 75
	iChanceSpawnForgedR4 = 75
	iChanceSpawnForgedR5 = 75
	iChanceSpawnForgedR6 = 75
	iChanceSpawnForgedR7 = 75
	iChanceSpawnForgedR8 = 75
	iChanceSpawnForgedR9 = 75
	iChanceSpawnForgedR10 = 75
	iChanceSpawnForgedR11 = 75
	iChanceSpawnForgedR12 = 75
	iChanceSpawnBossForgedR1 = 30
	iChanceSpawnBossForgedR2 = 30
	iChanceSpawnBossForgedR3 = 30
	iChanceSpawnBossForgedR4 = 30
	iChanceSpawnBossForgedR5 = 30
	iChanceSpawnBossForgedR6 = 30
	iChanceSpawnBossForgedR7 = 30
	iChanceSpawnBossForgedR8 = 30
	iChanceSpawnBossForgedR9 = 30
	iChanceSpawnBossForgedR10 = 30
	iChanceSpawnBossForgedR11 = 30
	iChanceSpawnBossForgedR12 = 30
	iRerollChanceForgedR1 = 10
	iRerollChanceForgedR2 = 10
	iRerollChanceForgedR3 = 10
	iRerollChanceForgedR4 = 10
	iRerollChanceForgedR5 = 10
	iRerollChanceForgedR6 = 10
	iRerollChanceForgedR7 = 10
	iRerollChanceForgedR8 = 10
	iRerollChanceForgedR9 = 10
	iRerollChanceForgedR10 = 10
	iRerollChanceForgedR11 = 10
	iRerollChanceForgedR12 = 10
	bAllowedTmenR1 = true
	bAllowedTmenR2 = true
	bAllowedTmenR3 = true
	bAllowedTmenR4 = true
	bAllowedTmenR5 = true
	bAllowedTmenR6 = true
	bAllowedTmenR7 = true
	bAllowedTmenR8 = true
	bAllowedTmenR9 = true
	bAllowedTmenR10 = true
	bAllowedTmenR11 = true
	bAllowedTmenR12 = true
	bAllowedBossTmenR1 = true
	bAllowedBossTmenR2 = true
	bAllowedBossTmenR3 = true
	bAllowedBossTmenR4 = true
	bAllowedBossTmenR5 = true
	bAllowedBossTmenR6 = true
	bAllowedBossTmenR7 = true
	bAllowedBossTmenR8 = true
	bAllowedBossTmenR9 = true
	bAllowedBossTmenR10 = true
	bAllowedBossTmenR11 = true
	bAllowedBossTmenR12 = true
	iMaxAllowedTmenR1 = 6
	iMaxAllowedTmenR2 = 6
	iMaxAllowedTmenR3 = 6
	iMaxAllowedTmenR4 = 6
	iMaxAllowedTmenR5 = 6
	iMaxAllowedTmenR6 = 6
	iMaxAllowedTmenR7 = 6
	iMaxAllowedTmenR8 = 6
	iMaxAllowedTmenR9 = 6
	iMaxAllowedTmenR10 = 6
	iMaxAllowedTmenR11 = 6
	iMaxAllowedTmenR12 = 6
	iMaxAllowedBossTmenR1 = 1
	iMaxAllowedBossTmenR2 = 1
	iMaxAllowedBossTmenR3 = 1
	iMaxAllowedBossTmenR4 = 1
	iMaxAllowedBossTmenR5 = 1
	iMaxAllowedBossTmenR6 = 1
	iMaxAllowedBossTmenR7 = 1
	iMaxAllowedBossTmenR8 = 1
	iMaxAllowedBossTmenR9 = 1
	iMaxAllowedBossTmenR10 = 1
	iMaxAllowedBossTmenR11 = 1
	iMaxAllowedBossTmenR12 = 1
	iChanceSpawnTmenR1 = 75
	iChanceSpawnTmenR2 = 75
	iChanceSpawnTmenR3 = 75
	iChanceSpawnTmenR4 = 75
	iChanceSpawnTmenR5 = 75
	iChanceSpawnTmenR6 = 75
	iChanceSpawnTmenR7 = 75
	iChanceSpawnTmenR8 = 75
	iChanceSpawnTmenR9 = 75
	iChanceSpawnTmenR10 = 75
	iChanceSpawnTmenR11 = 75
	iChanceSpawnTmenR12 = 75
	iChanceSpawnBossTmenR1 = 30
	iChanceSpawnBossTmenR2 = 30
	iChanceSpawnBossTmenR3 = 30
	iChanceSpawnBossTmenR4 = 30
	iChanceSpawnBossTmenR5 = 30
	iChanceSpawnBossTmenR6 = 30
	iChanceSpawnBossTmenR7 = 30
	iChanceSpawnBossTmenR8 = 30
	iChanceSpawnBossTmenR9 = 30
	iChanceSpawnBossTmenR10 = 30
	iChanceSpawnBossTmenR11 = 30
	iChanceSpawnBossTmenR12 = 30
	iRerollChanceTmenR1 = 10
	iRerollChanceTmenR2 = 10
	iRerollChanceTmenR3 = 10
	iRerollChanceTmenR4 = 10
	iRerollChanceTmenR5 = 10
	iRerollChanceTmenR6 = 10
	iRerollChanceTmenR7 = 10
	iRerollChanceTmenR8 = 10
	iRerollChanceTmenR9 = 10
	iRerollChanceTmenR10 = 10
	iRerollChanceTmenR11 = 10
	iRerollChanceTmenR12 = 10
	
	FillAllRSArrays()
	
	iCurrentMasterPresetR1 = 2
	
EndFunction

Function SetPresetMasterWOTCAllRegions()

	ClearAllArrays()
	
	bAllowedRaiderR1 = true
	bAllowedRaiderR2 = true
	bAllowedRaiderR3 = true
	bAllowedRaiderR4 = true
	bAllowedRaiderR5 = true
	bAllowedRaiderR6 = true
	bAllowedRaiderR7 = true
	bAllowedRaiderR8 = true
	bAllowedRaiderR9 = true
	bAllowedRaiderR10 = true
	bAllowedRaiderR11 = true
	bAllowedRaiderR12 = true
	bAllowedBossRaiderR1 = true
	bAllowedBossRaiderR2 = true
	bAllowedBossRaiderR3 = true
	bAllowedBossRaiderR4 = true
	bAllowedBossRaiderR5 = true
	bAllowedBossRaiderR6 = true
	bAllowedBossRaiderR7 = true
	bAllowedBossRaiderR8 = true
	bAllowedBossRaiderR9 = true
	bAllowedBossRaiderR10 = true
	bAllowedBossRaiderR11 = true
	bAllowedBossRaiderR12 = true
	iMaxAllowedRaiderR1 = 8
	iMaxAllowedRaiderR2 = 8
	iMaxAllowedRaiderR3 = 8
	iMaxAllowedRaiderR4 = 8
	iMaxAllowedRaiderR5 = 8
	iMaxAllowedRaiderR6 = 8
	iMaxAllowedRaiderR7 = 8
	iMaxAllowedRaiderR8 = 8
	iMaxAllowedRaiderR9 = 8
	iMaxAllowedRaiderR10 = 8
	iMaxAllowedRaiderR11 = 8
	iMaxAllowedRaiderR12 = 8
	iMaxAllowedBossRaiderR1 = 2
	iMaxAllowedBossRaiderR2 = 2
	iMaxAllowedBossRaiderR3 = 2
	iMaxAllowedBossRaiderR4 = 2
	iMaxAllowedBossRaiderR5 = 2
	iMaxAllowedBossRaiderR6 = 2
	iMaxAllowedBossRaiderR7 = 2
	iMaxAllowedBossRaiderR8 = 2
	iMaxAllowedBossRaiderR9 = 2
	iMaxAllowedBossRaiderR10 = 2
	iMaxAllowedBossRaiderR11 = 2
	iMaxAllowedBossRaiderR12 = 2
	iChanceSpawnRaiderR1 = 75
	iChanceSpawnRaiderR2 = 75
	iChanceSpawnRaiderR3 = 75
	iChanceSpawnRaiderR4 = 75
	iChanceSpawnRaiderR5 = 75
	iChanceSpawnRaiderR6 = 75
	iChanceSpawnRaiderR7 = 75
	iChanceSpawnRaiderR8 = 75
	iChanceSpawnRaiderR9 = 75
	iChanceSpawnRaiderR10 = 75
	iChanceSpawnRaiderR11 = 75
	iChanceSpawnRaiderR12 = 75
	iChanceSpawnBossRaiderR1 = 40
	iChanceSpawnBossRaiderR2 = 40
	iChanceSpawnBossRaiderR3 = 40
	iChanceSpawnBossRaiderR4 = 40
	iChanceSpawnBossRaiderR5 = 40
	iChanceSpawnBossRaiderR6 = 40
	iChanceSpawnBossRaiderR7 = 40
	iChanceSpawnBossRaiderR8 = 40
	iChanceSpawnBossRaiderR9 = 40
	iChanceSpawnBossRaiderR10 = 40
	iChanceSpawnBossRaiderR11 = 40
	iChanceSpawnBossRaiderR12 = 40
	iRerollChanceRaiderR1 = 25
	iRerollChanceRaiderR2 = 25
	iRerollChanceRaiderR3 = 25
	iRerollChanceRaiderR4 = 25
	iRerollChanceRaiderR5 = 25
	iRerollChanceRaiderR6 = 25
	iRerollChanceRaiderR7 = 25
	iRerollChanceRaiderR8 = 25
	iRerollChanceRaiderR9 = 25
	iRerollChanceRaiderR10 = 25
	iRerollChanceRaiderR11 = 25
	iRerollChanceRaiderR12 = 25
	bAllowedGunnerR1 = true
	bAllowedGunnerR2 = true
	bAllowedGunnerR3 = true
	bAllowedGunnerR4 = true
	bAllowedGunnerR5 = true
	bAllowedGunnerR6 = true
	bAllowedGunnerR7 = true
	bAllowedGunnerR8 = true
	bAllowedGunnerR9 = true
	bAllowedGunnerR10 = true
	bAllowedGunnerR11 = true
	bAllowedGunnerR12 = true
	bAllowedBossGunnerR1 = true
	bAllowedBossGunnerR2 = true
	bAllowedBossGunnerR3 = true
	bAllowedBossGunnerR4 = true
	bAllowedBossGunnerR5 = true
	bAllowedBossGunnerR6 = true
	bAllowedBossGunnerR7 = true
	bAllowedBossGunnerR8 = true
	bAllowedBossGunnerR9 = true
	bAllowedBossGunnerR10 = true
	bAllowedBossGunnerR11 = true
	bAllowedBossGunnerR12 = true
	iMaxAllowedGunnerR1 = 8
	iMaxAllowedGunnerR2 = 8
	iMaxAllowedGunnerR3 = 8
	iMaxAllowedGunnerR4 = 8
	iMaxAllowedGunnerR5 = 8
	iMaxAllowedGunnerR6 = 8
	iMaxAllowedGunnerR7 = 8
	iMaxAllowedGunnerR8 = 8
	iMaxAllowedGunnerR9 = 8
	iMaxAllowedGunnerR10 = 8
	iMaxAllowedGunnerR11 = 8
	iMaxAllowedGunnerR12 = 8
	iMaxAllowedBossGunnerR1 = 2
	iMaxAllowedBossGunnerR2 = 2
	iMaxAllowedBossGunnerR3 = 2
	iMaxAllowedBossGunnerR4 = 2
	iMaxAllowedBossGunnerR5 = 2
	iMaxAllowedBossGunnerR6 = 2
	iMaxAllowedBossGunnerR7 = 2
	iMaxAllowedBossGunnerR8 = 2
	iMaxAllowedBossGunnerR9 = 2
	iMaxAllowedBossGunnerR10 = 2
	iMaxAllowedBossGunnerR11 = 2
	iMaxAllowedBossGunnerR12 = 2
	iChanceSpawnGunnerR1 = 75
	iChanceSpawnGunnerR2 = 75
	iChanceSpawnGunnerR3 = 75
	iChanceSpawnGunnerR4 = 75
	iChanceSpawnGunnerR5 = 75
	iChanceSpawnGunnerR6 = 75
	iChanceSpawnGunnerR7 = 75
	iChanceSpawnGunnerR8 = 75
	iChanceSpawnGunnerR9 = 75
	iChanceSpawnGunnerR10 = 75
	iChanceSpawnGunnerR11 = 75
	iChanceSpawnGunnerR12 = 75
	iChanceSpawnBossGunnerR1 = 40
	iChanceSpawnBossGunnerR2 = 40
	iChanceSpawnBossGunnerR3 = 40
	iChanceSpawnBossGunnerR4 = 40
	iChanceSpawnBossGunnerR5 = 40
	iChanceSpawnBossGunnerR6 = 40
	iChanceSpawnBossGunnerR7 = 40
	iChanceSpawnBossGunnerR8 = 40
	iChanceSpawnBossGunnerR9 = 40
	iChanceSpawnBossGunnerR10 = 40
	iChanceSpawnBossGunnerR11 = 40
	iChanceSpawnBossGunnerR12 = 40
	iRerollChanceGunnerR1 = 25
	iRerollChanceGunnerR2 = 25
	iRerollChanceGunnerR3 = 25
	iRerollChanceGunnerR4 = 25
	iRerollChanceGunnerR5 = 25
	iRerollChanceGunnerR6 = 25
	iRerollChanceGunnerR7 = 25
	iRerollChanceGunnerR8 = 25
	iRerollChanceGunnerR9 = 25
	iRerollChanceGunnerR10 = 25
	iRerollChanceGunnerR11 = 25
	iRerollChanceGunnerR12 = 25
	bAllowedForgedR1 = true
	bAllowedForgedR2 = true
	bAllowedForgedR3 = true
	bAllowedForgedR4 = true
	bAllowedForgedR5 = true
	bAllowedForgedR6 = true
	bAllowedForgedR7 = true
	bAllowedForgedR8 = true
	bAllowedForgedR9 = true
	bAllowedForgedR10 = true
	bAllowedForgedR11 = true
	bAllowedForgedR12 = true
	bAllowedBossForgedR1 = true
	bAllowedBossForgedR2 = true
	bAllowedBossForgedR3 = true
	bAllowedBossForgedR4 = true
	bAllowedBossForgedR5 = true
	bAllowedBossForgedR6 = true
	bAllowedBossForgedR7 = true
	bAllowedBossForgedR8 = true
	bAllowedBossForgedR9 = true
	bAllowedBossForgedR10 = true
	bAllowedBossForgedR11 = true
	bAllowedBossForgedR12 = true
	iMaxAllowedForgedR1 = 8
	iMaxAllowedForgedR2 = 8
	iMaxAllowedForgedR3 = 8
	iMaxAllowedForgedR4 = 8
	iMaxAllowedForgedR5 = 8
	iMaxAllowedForgedR6 = 8
	iMaxAllowedForgedR7 = 8
	iMaxAllowedForgedR8 = 8
	iMaxAllowedForgedR9 = 8
	iMaxAllowedForgedR10 = 8
	iMaxAllowedForgedR11 = 8
	iMaxAllowedForgedR12 = 8
	iMaxAllowedBossForgedR1 = 2
	iMaxAllowedBossForgedR2 = 2
	iMaxAllowedBossForgedR3 = 2
	iMaxAllowedBossForgedR4 = 2
	iMaxAllowedBossForgedR5 = 2
	iMaxAllowedBossForgedR6 = 2
	iMaxAllowedBossForgedR7 = 2
	iMaxAllowedBossForgedR8 = 2
	iMaxAllowedBossForgedR9 = 2
	iMaxAllowedBossForgedR10 = 2
	iMaxAllowedBossForgedR11 = 2
	iMaxAllowedBossForgedR12 = 2
	iChanceSpawnForgedR1 = 75
	iChanceSpawnForgedR2 = 75
	iChanceSpawnForgedR3 = 75
	iChanceSpawnForgedR4 = 75
	iChanceSpawnForgedR5 = 75
	iChanceSpawnForgedR6 = 75
	iChanceSpawnForgedR7 = 75
	iChanceSpawnForgedR8 = 75
	iChanceSpawnForgedR9 = 75
	iChanceSpawnForgedR10 = 75
	iChanceSpawnForgedR11 = 75
	iChanceSpawnForgedR12 = 75
	iChanceSpawnBossForgedR1 = 40
	iChanceSpawnBossForgedR2 = 40
	iChanceSpawnBossForgedR3 = 40
	iChanceSpawnBossForgedR4 = 40
	iChanceSpawnBossForgedR5 = 40
	iChanceSpawnBossForgedR6 = 40
	iChanceSpawnBossForgedR7 = 40
	iChanceSpawnBossForgedR8 = 40
	iChanceSpawnBossForgedR9 = 40
	iChanceSpawnBossForgedR10 = 40
	iChanceSpawnBossForgedR11 = 40
	iChanceSpawnBossForgedR12 = 40
	iRerollChanceForgedR1 = 25
	iRerollChanceForgedR2 = 25
	iRerollChanceForgedR3 = 25
	iRerollChanceForgedR4 = 25
	iRerollChanceForgedR5 = 25
	iRerollChanceForgedR6 = 25
	iRerollChanceForgedR7 = 25
	iRerollChanceForgedR8 = 25
	iRerollChanceForgedR9 = 25
	iRerollChanceForgedR10 = 25
	iRerollChanceForgedR11 = 25
	iRerollChanceForgedR12 = 25
	bAllowedTmenR1 = true
	bAllowedTmenR2 = true
	bAllowedTmenR3 = true
	bAllowedTmenR4 = true
	bAllowedTmenR5 = true
	bAllowedTmenR6 = true
	bAllowedTmenR7 = true
	bAllowedTmenR8 = true
	bAllowedTmenR9 = true
	bAllowedTmenR10 = true
	bAllowedTmenR11 = true
	bAllowedTmenR12 = true
	bAllowedBossTmenR1 = true
	bAllowedBossTmenR2 = true
	bAllowedBossTmenR3 = true
	bAllowedBossTmenR4 = true
	bAllowedBossTmenR5 = true
	bAllowedBossTmenR6 = true
	bAllowedBossTmenR7 = true
	bAllowedBossTmenR8 = true
	bAllowedBossTmenR9 = true
	bAllowedBossTmenR10 = true
	bAllowedBossTmenR11 = true
	bAllowedBossTmenR12 = true
	iMaxAllowedTmenR1 = 8
	iMaxAllowedTmenR2 = 8
	iMaxAllowedTmenR3 = 8
	iMaxAllowedTmenR4 = 8
	iMaxAllowedTmenR5 = 8
	iMaxAllowedTmenR6 = 8
	iMaxAllowedTmenR7 = 8
	iMaxAllowedTmenR8 = 8
	iMaxAllowedTmenR9 = 8
	iMaxAllowedTmenR10 = 8
	iMaxAllowedTmenR11 = 8
	iMaxAllowedTmenR12 = 8
	iMaxAllowedBossTmenR1 = 2
	iMaxAllowedBossTmenR2 = 2
	iMaxAllowedBossTmenR3 = 2
	iMaxAllowedBossTmenR4 = 2
	iMaxAllowedBossTmenR5 = 2
	iMaxAllowedBossTmenR6 = 2
	iMaxAllowedBossTmenR7 = 2
	iMaxAllowedBossTmenR8 = 2
	iMaxAllowedBossTmenR9 = 2
	iMaxAllowedBossTmenR10 = 2
	iMaxAllowedBossTmenR11 = 2
	iMaxAllowedBossTmenR12 = 2
	iChanceSpawnTmenR1 = 75
	iChanceSpawnTmenR2 = 75
	iChanceSpawnTmenR3 = 75
	iChanceSpawnTmenR4 = 75
	iChanceSpawnTmenR5 = 75
	iChanceSpawnTmenR6 = 75
	iChanceSpawnTmenR7 = 75
	iChanceSpawnTmenR8 = 75
	iChanceSpawnTmenR9 = 75
	iChanceSpawnTmenR10 = 75
	iChanceSpawnTmenR11 = 75
	iChanceSpawnTmenR12 = 75
	iChanceSpawnBossTmenR1 = 40
	iChanceSpawnBossTmenR2 = 40
	iChanceSpawnBossTmenR3 = 40
	iChanceSpawnBossTmenR4 = 40
	iChanceSpawnBossTmenR5 = 40
	iChanceSpawnBossTmenR6 = 40
	iChanceSpawnBossTmenR7 = 40
	iChanceSpawnBossTmenR8 = 40
	iChanceSpawnBossTmenR9 = 40
	iChanceSpawnBossTmenR10 = 40
	iChanceSpawnBossTmenR11 = 40
	iChanceSpawnBossTmenR12 = 40
	iRerollChanceTmenR1 = 25
	iRerollChanceTmenR2 = 25
	iRerollChanceTmenR3 = 25
	iRerollChanceTmenR4 = 25
	iRerollChanceTmenR5 = 25
	iRerollChanceTmenR6 = 25
	iRerollChanceTmenR7 = 25
	iRerollChanceTmenR8 = 25
	iRerollChanceTmenR9 = 25
	iRerollChanceTmenR10 = 25
	iRerollChanceTmenR11 = 25
	iRerollChanceTmenR12 = 25

	FillAllRSArrays()
	
	iCurrentMasterPresetR1 = 3
	
EndFunction

Function SetPresetMasterCOTCAllRegions()

	ClearAllArrays()
	
	bAllowedRaiderR1 = true
	bAllowedRaiderR2 = true
	bAllowedRaiderR3 = true
	bAllowedRaiderR4 = true
	bAllowedRaiderR5 = true
	bAllowedRaiderR6 = true
	bAllowedRaiderR7 = true
	bAllowedRaiderR8 = true
	bAllowedRaiderR9 = true
	bAllowedRaiderR10 = true
	bAllowedRaiderR11 = true
	bAllowedRaiderR12 = true
	bAllowedBossRaiderR1 = true
	bAllowedBossRaiderR2 = true
	bAllowedBossRaiderR3 = true
	bAllowedBossRaiderR4 = true
	bAllowedBossRaiderR5 = true
	bAllowedBossRaiderR6 = true
	bAllowedBossRaiderR7 = true
	bAllowedBossRaiderR8 = true
	bAllowedBossRaiderR9 = true
	bAllowedBossRaiderR10 = true
	bAllowedBossRaiderR11 = true
	bAllowedBossRaiderR12 = true
	iMaxAllowedRaiderR1 = 10
	iMaxAllowedRaiderR2 = 10
	iMaxAllowedRaiderR3 = 10
	iMaxAllowedRaiderR4 = 10
	iMaxAllowedRaiderR5 = 10
	iMaxAllowedRaiderR6 = 10
	iMaxAllowedRaiderR7 = 10
	iMaxAllowedRaiderR8 = 10
	iMaxAllowedRaiderR9 = 10
	iMaxAllowedRaiderR10 = 10
	iMaxAllowedRaiderR11 = 10
	iMaxAllowedRaiderR12 = 10
	iMaxAllowedBossRaiderR1 = 3
	iMaxAllowedBossRaiderR2 = 3
	iMaxAllowedBossRaiderR3 = 3
	iMaxAllowedBossRaiderR4 = 3
	iMaxAllowedBossRaiderR5 = 3
	iMaxAllowedBossRaiderR6 = 3
	iMaxAllowedBossRaiderR7 = 3
	iMaxAllowedBossRaiderR8 = 3
	iMaxAllowedBossRaiderR9 = 3
	iMaxAllowedBossRaiderR10 = 3
	iMaxAllowedBossRaiderR11 = 3
	iMaxAllowedBossRaiderR12 = 3
	iChanceSpawnRaiderR1 = 75
	iChanceSpawnRaiderR2 = 75
	iChanceSpawnRaiderR3 = 75
	iChanceSpawnRaiderR4 = 75
	iChanceSpawnRaiderR5 = 75
	iChanceSpawnRaiderR6 = 75
	iChanceSpawnRaiderR7 = 75
	iChanceSpawnRaiderR8 = 75
	iChanceSpawnRaiderR9 = 75
	iChanceSpawnRaiderR10 = 75
	iChanceSpawnRaiderR11 = 75
	iChanceSpawnRaiderR12 = 75
	iChanceSpawnBossRaiderR1 = 45
	iChanceSpawnBossRaiderR2 = 45
	iChanceSpawnBossRaiderR3 = 45
	iChanceSpawnBossRaiderR4 = 45
	iChanceSpawnBossRaiderR5 = 45
	iChanceSpawnBossRaiderR6 = 45
	iChanceSpawnBossRaiderR7 = 45
	iChanceSpawnBossRaiderR8 = 45
	iChanceSpawnBossRaiderR9 = 45
	iChanceSpawnBossRaiderR10 = 45
	iChanceSpawnBossRaiderR11 = 45
	iChanceSpawnBossRaiderR12 = 45
	iRerollChanceRaiderR1 = 35
	iRerollChanceRaiderR2 = 35
	iRerollChanceRaiderR3 = 35
	iRerollChanceRaiderR4 = 35
	iRerollChanceRaiderR5 = 35
	iRerollChanceRaiderR6 = 35
	iRerollChanceRaiderR7 = 35
	iRerollChanceRaiderR8 = 35
	iRerollChanceRaiderR9 = 35
	iRerollChanceRaiderR10 = 35
	iRerollChanceRaiderR11 = 35
	iRerollChanceRaiderR12 = 35
	bAllowedGunnerR1 = true
	bAllowedGunnerR2 = true
	bAllowedGunnerR3 = true
	bAllowedGunnerR4 = true
	bAllowedGunnerR5 = true
	bAllowedGunnerR6 = true
	bAllowedGunnerR7 = true
	bAllowedGunnerR8 = true
	bAllowedGunnerR9 = true
	bAllowedGunnerR10 = true
	bAllowedGunnerR11 = true
	bAllowedGunnerR12 = true
	bAllowedBossGunnerR1 = true
	bAllowedBossGunnerR2 = true
	bAllowedBossGunnerR3 = true
	bAllowedBossGunnerR4 = true
	bAllowedBossGunnerR5 = true
	bAllowedBossGunnerR6 = true
	bAllowedBossGunnerR7 = true
	bAllowedBossGunnerR8 = true
	bAllowedBossGunnerR9 = true
	bAllowedBossGunnerR10 = true
	bAllowedBossGunnerR11 = true
	bAllowedBossGunnerR12 = true
	iMaxAllowedGunnerR1 = 10
	iMaxAllowedGunnerR2 = 10
	iMaxAllowedGunnerR3 = 10
	iMaxAllowedGunnerR4 = 10
	iMaxAllowedGunnerR5 = 10
	iMaxAllowedGunnerR6 = 10
	iMaxAllowedGunnerR7 = 10
	iMaxAllowedGunnerR8 = 10
	iMaxAllowedGunnerR9 = 10
	iMaxAllowedGunnerR10 = 10
	iMaxAllowedGunnerR11 = 10
	iMaxAllowedGunnerR12 = 10
	iMaxAllowedBossGunnerR1 = 3
	iMaxAllowedBossGunnerR2 = 3
	iMaxAllowedBossGunnerR3 = 3
	iMaxAllowedBossGunnerR4 = 3
	iMaxAllowedBossGunnerR5 = 3
	iMaxAllowedBossGunnerR6 = 3
	iMaxAllowedBossGunnerR7 = 3
	iMaxAllowedBossGunnerR8 = 3
	iMaxAllowedBossGunnerR9 = 3
	iMaxAllowedBossGunnerR10 = 3
	iMaxAllowedBossGunnerR11 = 3
	iMaxAllowedBossGunnerR12 = 3
	iChanceSpawnGunnerR1 = 75
	iChanceSpawnGunnerR2 = 75
	iChanceSpawnGunnerR3 = 75
	iChanceSpawnGunnerR4 = 75
	iChanceSpawnGunnerR5 = 75
	iChanceSpawnGunnerR6 = 75
	iChanceSpawnGunnerR7 = 75
	iChanceSpawnGunnerR8 = 75
	iChanceSpawnGunnerR9 = 75
	iChanceSpawnGunnerR10 = 75
	iChanceSpawnGunnerR11 = 75
	iChanceSpawnGunnerR12 = 75
	iChanceSpawnBossGunnerR1 = 45
	iChanceSpawnBossGunnerR2 = 45
	iChanceSpawnBossGunnerR3 = 45
	iChanceSpawnBossGunnerR4 = 45
	iChanceSpawnBossGunnerR5 = 45
	iChanceSpawnBossGunnerR6 = 45
	iChanceSpawnBossGunnerR7 = 45
	iChanceSpawnBossGunnerR8 = 45
	iChanceSpawnBossGunnerR9 = 45
	iChanceSpawnBossGunnerR10 = 45
	iChanceSpawnBossGunnerR11 = 45
	iChanceSpawnBossGunnerR12 = 45
	iRerollChanceGunnerR1 = 35
	iRerollChanceGunnerR2 = 35
	iRerollChanceGunnerR3 = 35
	iRerollChanceGunnerR4 = 35
	iRerollChanceGunnerR5 = 35
	iRerollChanceGunnerR6 = 35
	iRerollChanceGunnerR7 = 35
	iRerollChanceGunnerR8 = 35
	iRerollChanceGunnerR9 = 35
	iRerollChanceGunnerR10 = 35
	iRerollChanceGunnerR11 = 35
	iRerollChanceGunnerR12 = 35
	bAllowedForgedR1 = true
	bAllowedForgedR2 = true
	bAllowedForgedR3 = true
	bAllowedForgedR4 = true
	bAllowedForgedR5 = true
	bAllowedForgedR6 = true
	bAllowedForgedR7 = true
	bAllowedForgedR8 = true
	bAllowedForgedR9 = true
	bAllowedForgedR10 = true
	bAllowedForgedR11 = true
	bAllowedForgedR12 = true
	bAllowedBossForgedR1 = true
	bAllowedBossForgedR2 = true
	bAllowedBossForgedR3 = true
	bAllowedBossForgedR4 = true
	bAllowedBossForgedR5 = true
	bAllowedBossForgedR6 = true
	bAllowedBossForgedR7 = true
	bAllowedBossForgedR8 = true
	bAllowedBossForgedR9 = true
	bAllowedBossForgedR10 = true
	bAllowedBossForgedR11 = true
	bAllowedBossForgedR12 = true
	iMaxAllowedForgedR1 = 10
	iMaxAllowedForgedR2 = 10
	iMaxAllowedForgedR3 = 10
	iMaxAllowedForgedR4 = 10
	iMaxAllowedForgedR5 = 10
	iMaxAllowedForgedR6 = 10
	iMaxAllowedForgedR7 = 10
	iMaxAllowedForgedR8 = 10
	iMaxAllowedForgedR9 = 10
	iMaxAllowedForgedR10 = 10
	iMaxAllowedForgedR11 = 10
	iMaxAllowedForgedR12 = 10
	iMaxAllowedBossForgedR1 = 3
	iMaxAllowedBossForgedR2 = 3
	iMaxAllowedBossForgedR3 = 3
	iMaxAllowedBossForgedR4 = 3
	iMaxAllowedBossForgedR5 = 3
	iMaxAllowedBossForgedR6 = 3
	iMaxAllowedBossForgedR7 = 3
	iMaxAllowedBossForgedR8 = 3
	iMaxAllowedBossForgedR9 = 3
	iMaxAllowedBossForgedR10 = 3
	iMaxAllowedBossForgedR11 = 3
	iMaxAllowedBossForgedR12 = 3
	iChanceSpawnForgedR1 = 75
	iChanceSpawnForgedR2 = 75
	iChanceSpawnForgedR3 = 75
	iChanceSpawnForgedR4 = 75
	iChanceSpawnForgedR5 = 75
	iChanceSpawnForgedR6 = 75
	iChanceSpawnForgedR7 = 75
	iChanceSpawnForgedR8 = 75
	iChanceSpawnForgedR9 = 75
	iChanceSpawnForgedR10 = 75
	iChanceSpawnForgedR11 = 75
	iChanceSpawnForgedR12 = 75
	iChanceSpawnBossForgedR1 = 45
	iChanceSpawnBossForgedR2 = 45
	iChanceSpawnBossForgedR3 = 45
	iChanceSpawnBossForgedR4 = 45
	iChanceSpawnBossForgedR5 = 45
	iChanceSpawnBossForgedR6 = 45
	iChanceSpawnBossForgedR7 = 45
	iChanceSpawnBossForgedR8 = 45
	iChanceSpawnBossForgedR9 = 45
	iChanceSpawnBossForgedR10 = 45
	iChanceSpawnBossForgedR11 = 45
	iChanceSpawnBossForgedR12 = 45
	iRerollChanceForgedR1 = 35
	iRerollChanceForgedR2 = 35
	iRerollChanceForgedR3 = 35
	iRerollChanceForgedR4 = 35
	iRerollChanceForgedR5 = 35
	iRerollChanceForgedR6 = 35
	iRerollChanceForgedR7 = 35
	iRerollChanceForgedR8 = 35
	iRerollChanceForgedR9 = 35
	iRerollChanceForgedR10 = 35
	iRerollChanceForgedR11 = 35
	iRerollChanceForgedR12 = 35
	bAllowedTmenR1 = true
	bAllowedTmenR2 = true
	bAllowedTmenR3 = true
	bAllowedTmenR4 = true
	bAllowedTmenR5 = true
	bAllowedTmenR6 = true
	bAllowedTmenR7 = true
	bAllowedTmenR8 = true
	bAllowedTmenR9 = true
	bAllowedTmenR10 = true
	bAllowedTmenR11 = true
	bAllowedTmenR12 = true
	bAllowedBossTmenR1 = true
	bAllowedBossTmenR2 = true
	bAllowedBossTmenR3 = true
	bAllowedBossTmenR4 = true
	bAllowedBossTmenR5 = true
	bAllowedBossTmenR6 = true
	bAllowedBossTmenR7 = true
	bAllowedBossTmenR8 = true
	bAllowedBossTmenR9 = true
	bAllowedBossTmenR10 = true
	bAllowedBossTmenR11 = true
	bAllowedBossTmenR12 = true
	iMaxAllowedTmenR1 = 10
	iMaxAllowedTmenR2 = 10
	iMaxAllowedTmenR3 = 10
	iMaxAllowedTmenR4 = 10
	iMaxAllowedTmenR5 = 10
	iMaxAllowedTmenR6 = 10
	iMaxAllowedTmenR7 = 10
	iMaxAllowedTmenR8 = 10
	iMaxAllowedTmenR9 = 10
	iMaxAllowedTmenR10 = 10
	iMaxAllowedTmenR11 = 10
	iMaxAllowedTmenR12 = 10
	iMaxAllowedBossTmenR1 = 3
	iMaxAllowedBossTmenR2 = 3
	iMaxAllowedBossTmenR3 = 3
	iMaxAllowedBossTmenR4 = 3
	iMaxAllowedBossTmenR5 = 3
	iMaxAllowedBossTmenR6 = 3
	iMaxAllowedBossTmenR7 = 3
	iMaxAllowedBossTmenR8 = 3
	iMaxAllowedBossTmenR9 = 3
	iMaxAllowedBossTmenR10 = 3
	iMaxAllowedBossTmenR11 = 3
	iMaxAllowedBossTmenR12 = 3
	iChanceSpawnTmenR1 = 75
	iChanceSpawnTmenR2 = 75
	iChanceSpawnTmenR3 = 75
	iChanceSpawnTmenR4 = 75
	iChanceSpawnTmenR5 = 75
	iChanceSpawnTmenR6 = 75
	iChanceSpawnTmenR7 = 75
	iChanceSpawnTmenR8 = 75
	iChanceSpawnTmenR9 = 75
	iChanceSpawnTmenR10 = 75
	iChanceSpawnTmenR11 = 75
	iChanceSpawnTmenR12 = 75
	iChanceSpawnBossTmenR1 = 45
	iChanceSpawnBossTmenR2 = 45
	iChanceSpawnBossTmenR3 = 45
	iChanceSpawnBossTmenR4 = 45
	iChanceSpawnBossTmenR5 = 45
	iChanceSpawnBossTmenR6 = 45
	iChanceSpawnBossTmenR7 = 45
	iChanceSpawnBossTmenR8 = 45
	iChanceSpawnBossTmenR9 = 45
	iChanceSpawnBossTmenR10 = 45
	iChanceSpawnBossTmenR11 = 45
	iChanceSpawnBossTmenR12 = 45
	iRerollChanceTmenR1 = 35
	iRerollChanceTmenR2 = 35
	iRerollChanceTmenR3 = 35
	iRerollChanceTmenR4 = 35
	iRerollChanceTmenR5 = 35
	iRerollChanceTmenR6 = 35
	iRerollChanceTmenR7 = 35
	iRerollChanceTmenR8 = 35
	iRerollChanceTmenR9 = 35
	iRerollChanceTmenR10 = 35
	iRerollChanceTmenR11 = 35
	iRerollChanceTmenR12 = 35
	
	FillAllRSArrays()
	
	iCurrentMasterPresetR1 = 4
	
EndFunction

;Set Master Difficulty Level Functions

Function SetMasterDiffEasyAllRegions()
	iDifficultyRaiderR1 = 1
	iDifficultyRaiderR2 = 1
	iDifficultyRaiderR3 = 1
	iDifficultyRaiderR4 = 1
	iDifficultyRaiderR5 = 1
	iDifficultyRaiderR6 = 1
	iDifficultyRaiderR7 = 1
	iDifficultyRaiderR8 = 1
	iDifficultyRaiderR9 = 1
	iDifficultyRaiderR10 = 1
	iDifficultyRaiderR11 = 1
	iDifficultyRaiderR12 = 1
	iDifficultyGunnerR1 = 1
	iDifficultyGunnerR2 = 1
	iDifficultyGunnerR3 = 1
	iDifficultyGunnerR4 = 1
	iDifficultyGunnerR5 = 1
	iDifficultyGunnerR6 = 1
	iDifficultyGunnerR7 = 1
	iDifficultyGunnerR8 = 1
	iDifficultyGunnerR9 = 1
	iDifficultyGunnerR10 = 1
	iDifficultyGunnerR11 = 1
	iDifficultyGunnerR12 = 1
	iDifficultyForgedR1 = 1
	iDifficultyForgedR2 = 1
	iDifficultyForgedR3 = 1
	iDifficultyForgedR4 = 1
	iDifficultyForgedR5 = 1
	iDifficultyForgedR6 = 1
	iDifficultyForgedR7 = 1
	iDifficultyForgedR8 = 1
	iDifficultyForgedR9 = 1
	iDifficultyForgedR10 = 1
	iDifficultyForgedR11 = 1
	iDifficultyForgedR12 = 1
	iDifficultyTmenR1 = 1
	iDifficultyTmenR2 = 1
	iDifficultyTmenR3 = 1
	iDifficultyTmenR4 = 1
	iDifficultyTmenR5 = 1
	iDifficultyTmenR6 = 1
	iDifficultyTmenR7 = 1
	iDifficultyTmenR8 = 1
	iDifficultyTmenR9 = 1
	iDifficultyTmenR10 = 1
	iDifficultyTmenR11 = 1
	iDifficultyTmenR12 = 1
	iCurrentMasterDiffR1 = 1
EndFunction

Function SetMasterDiffMediumAllRegions()
	iDifficultyRaiderR1 = 2
	iDifficultyRaiderR2 = 2
	iDifficultyRaiderR3 = 2
	iDifficultyRaiderR4 = 2
	iDifficultyRaiderR5 = 2
	iDifficultyRaiderR6 = 2
	iDifficultyRaiderR7 = 2
	iDifficultyRaiderR8 = 2
	iDifficultyRaiderR9 = 2
	iDifficultyRaiderR10 = 2
	iDifficultyRaiderR11 = 2
	iDifficultyRaiderR12 = 2
	iDifficultyGunnerR1 = 2
	iDifficultyGunnerR2 = 2
	iDifficultyGunnerR3 = 2
	iDifficultyGunnerR4 = 2
	iDifficultyGunnerR5 = 2
	iDifficultyGunnerR6 = 2
	iDifficultyGunnerR7 = 2
	iDifficultyGunnerR8 = 2
	iDifficultyGunnerR9 = 2
	iDifficultyGunnerR10 = 2
	iDifficultyGunnerR11 = 2
	iDifficultyGunnerR12 = 2
	iDifficultyForgedR1 = 2
	iDifficultyForgedR2 = 2
	iDifficultyForgedR3 = 2
	iDifficultyForgedR4 = 2
	iDifficultyForgedR5 = 2
	iDifficultyForgedR6 = 2
	iDifficultyForgedR7 = 2
	iDifficultyForgedR8 = 2
	iDifficultyForgedR9 = 2
	iDifficultyForgedR10 = 2
	iDifficultyForgedR11 = 2
	iDifficultyForgedR12 = 2
	iDifficultyTmenR1 = 2
	iDifficultyTmenR2 = 2
	iDifficultyTmenR3 = 2
	iDifficultyTmenR4 = 2
	iDifficultyTmenR5 = 2
	iDifficultyTmenR6 = 2
	iDifficultyTmenR7 = 2
	iDifficultyTmenR8 = 2
	iDifficultyTmenR9 = 2
	iDifficultyTmenR10 = 2
	iDifficultyTmenR11 = 2
	iDifficultyTmenR12 = 2
	iCurrentMasterDiffR1 = 2
EndFunction

Function SetMasterDiffHardAllRegions()
	iDifficultyRaiderR1 = 3
	iDifficultyRaiderR2 = 3
	iDifficultyRaiderR3 = 3
	iDifficultyRaiderR4 = 3
	iDifficultyRaiderR5 = 3
	iDifficultyRaiderR6 = 3
	iDifficultyRaiderR7 = 3
	iDifficultyRaiderR8 = 3
	iDifficultyRaiderR9 = 3
	iDifficultyRaiderR10 = 3
	iDifficultyRaiderR11 = 3
	iDifficultyRaiderR12 = 3
	iDifficultyGunnerR1 = 3
	iDifficultyGunnerR2 = 3
	iDifficultyGunnerR3 = 3
	iDifficultyGunnerR4 = 3
	iDifficultyGunnerR5 = 3
	iDifficultyGunnerR6 = 3
	iDifficultyGunnerR7 = 3
	iDifficultyGunnerR8 = 3
	iDifficultyGunnerR9 = 3
	iDifficultyGunnerR10 = 3
	iDifficultyGunnerR11 = 3
	iDifficultyGunnerR12 = 3
	iDifficultyForgedR1 = 3
	iDifficultyForgedR2 = 3
	iDifficultyForgedR3 = 3
	iDifficultyForgedR4 = 3
	iDifficultyForgedR5 = 3
	iDifficultyForgedR6 = 3
	iDifficultyForgedR7 = 3
	iDifficultyForgedR8 = 3
	iDifficultyForgedR9 = 3
	iDifficultyForgedR10 = 3
	iDifficultyForgedR11 = 3
	iDifficultyForgedR12 = 3
	iDifficultyTmenR1 = 3
	iDifficultyTmenR2 = 3
	iDifficultyTmenR3 = 3
	iDifficultyTmenR4 = 3
	iDifficultyTmenR5 = 3
	iDifficultyTmenR6 = 3
	iDifficultyTmenR7 = 3
	iDifficultyTmenR8 = 3
	iDifficultyTmenR9 = 3
	iDifficultyTmenR10 = 3
	iDifficultyTmenR11 = 3
	iDifficultyTmenR12 = 3
	iCurrentMasterDiffR1 = 3
EndFunction

Function SetMasterDiffVHardAllRegions()
	iDifficultyRaiderR1 = 4
	iDifficultyRaiderR2 = 4
	iDifficultyRaiderR3 = 4
	iDifficultyRaiderR4 = 4
	iDifficultyRaiderR5 = 4
	iDifficultyRaiderR6 = 4
	iDifficultyRaiderR7 = 4
	iDifficultyRaiderR8 = 4
	iDifficultyRaiderR9 = 4
	iDifficultyRaiderR10 = 4
	iDifficultyRaiderR11 = 4
	iDifficultyRaiderR12 = 4
	iDifficultyGunnerR1 = 4
	iDifficultyGunnerR2 = 4
	iDifficultyGunnerR3 = 4
	iDifficultyGunnerR4 = 4
	iDifficultyGunnerR5 = 4
	iDifficultyGunnerR6 = 4
	iDifficultyGunnerR7 = 4
	iDifficultyGunnerR8 = 4
	iDifficultyGunnerR9 = 4
	iDifficultyGunnerR10 = 4
	iDifficultyGunnerR11 = 4
	iDifficultyGunnerR12 = 4
	iDifficultyForgedR1 = 4
	iDifficultyForgedR2 = 4
	iDifficultyForgedR3 = 4
	iDifficultyForgedR4 = 4
	iDifficultyForgedR5 = 4
	iDifficultyForgedR6 = 4
	iDifficultyForgedR7 = 4
	iDifficultyForgedR8 = 4
	iDifficultyForgedR9 = 4
	iDifficultyForgedR10 = 4
	iDifficultyForgedR11 = 4
	iDifficultyForgedR12 = 4
	iDifficultyTmenR1 = 4
	iDifficultyTmenR2 = 4
	iDifficultyTmenR3 = 4
	iDifficultyTmenR4 = 4
	iDifficultyTmenR5 = 4
	iDifficultyTmenR6 = 4
	iDifficultyTmenR7 = 4
	iDifficultyTmenR8 = 4
	iDifficultyTmenR9 = 4
	iDifficultyTmenR10 = 4
	iDifficultyTmenR11 = 4
	iDifficultyTmenR12 = 4
	iCurrentMasterDiffR1 = 4
EndFunction

Function SetMasterDiffExtremeAllRegions()
	iDifficultyRaiderR1 = 5
	iDifficultyRaiderR2 = 5
	iDifficultyRaiderR3 = 5
	iDifficultyRaiderR4 = 5
	iDifficultyRaiderR5 = 5
	iDifficultyRaiderR6 = 5
	iDifficultyRaiderR7 = 5
	iDifficultyRaiderR8 = 5
	iDifficultyRaiderR9 = 5
	iDifficultyRaiderR10 = 5
	iDifficultyRaiderR11 = 5
	iDifficultyRaiderR12 = 5
	iDifficultyGunnerR1 = 5
	iDifficultyGunnerR2 = 5
	iDifficultyGunnerR3 = 5
	iDifficultyGunnerR4 = 5
	iDifficultyGunnerR5 = 5
	iDifficultyGunnerR6 = 5
	iDifficultyGunnerR7 = 5
	iDifficultyGunnerR8 = 5
	iDifficultyGunnerR9 = 5
	iDifficultyGunnerR10 = 5
	iDifficultyGunnerR11 = 5
	iDifficultyGunnerR12 = 5
	iDifficultyForgedR1 = 5
	iDifficultyForgedR2 = 5
	iDifficultyForgedR3 = 5
	iDifficultyForgedR4 = 5
	iDifficultyForgedR5 = 5
	iDifficultyForgedR6 = 5
	iDifficultyForgedR7 = 5
	iDifficultyForgedR8 = 5
	iDifficultyForgedR9 = 5
	iDifficultyForgedR10 = 5
	iDifficultyForgedR11 = 5
	iDifficultyForgedR12 = 5
	iDifficultyTmenR1 = 5
	iDifficultyTmenR2 = 5
	iDifficultyTmenR3 = 5
	iDifficultyTmenR4 = 5
	iDifficultyTmenR5 = 5
	iDifficultyTmenR6 = 5
	iDifficultyTmenR7 = 5
	iDifficultyTmenR8 = 5
	iDifficultyTmenR9 = 5
	iDifficultyTmenR10 = 5
	iDifficultyTmenR11 = 5
	iDifficultyTmenR12 = 5
	iCurrentMasterDiffR1 = 5
EndFunction

;Fill Arrays of Systems Actors and info
;Fill Main Random Spawns Arrays

Function FillAllRSArrays() ; Fills All Main Random Spawns System Arrays
    
	if bRSEnabledR1 == false
		
		ActorTypes_RS_R1 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
        
		if bAllowedRaiderR1 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR1
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR1
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR1
            tmpStruct.iChance = iChanceSpawnRaiderR1
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR1
            tmpStruct.iRerollChance = iRerollChanceRaiderR1
			tmpStruct.iDifficulty = iDifficultyRaiderR1
            tmpStruct.iEZ_Lvl = iEZRaiderR1
            ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR1 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR1
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR1
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR1
            tmpStruct.iChance = iChanceSpawnGunnerR1
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR1
            tmpStruct.iRerollChance = iRerollChanceGunnerR1
			tmpStruct.iDifficulty = iDifficultyGunnerR1
            tmpStruct.iEZ_Lvl = iEZGunnerR1
            ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR1 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR1
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR1
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR1
            tmpStruct.iChance = iChanceSpawnForgedR1
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR1
            tmpStruct.iRerollChance = iRerollChanceForgedR1
			tmpStruct.iDifficulty = iDifficultyForgedR1
            tmpStruct.iEZ_Lvl = iEZForgedR1
            ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR1 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR1
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR1
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR1
            tmpStruct.iChance = iChanceSpawnTmenR1
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR1
            tmpStruct.iRerollChance = iRerollChanceTmenR1
			tmpStruct.iDifficulty = iDifficultyTmenR1
            tmpStruct.iEZ_Lvl = iEZTmenR1
            ActorTypes_RS_R1.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR1 = true
	endif
	
	if bRSEnabledR2 == false
	
		ActorTypes_RS_R2 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
	
        if bAllowedRaiderR2 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR2
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR2
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR2
            tmpStruct.iChance = iChanceSpawnRaiderR2
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR2
            tmpStruct.iRerollChance = iRerollChanceRaiderR2
			tmpStruct.iDifficulty = iDifficultyRaiderR2
            tmpStruct.iEZ_Lvl = iEZRaiderR2
            ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR2 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR2
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR2
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR2
            tmpStruct.iChance = iChanceSpawnGunnerR2
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR2
            tmpStruct.iRerollChance = iRerollChanceGunnerR2
			tmpStruct.iDifficulty = iDifficultyGunnerR2
            tmpStruct.iEZ_Lvl = iEZGunnerR2
            ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR2 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR2
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR2
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR2
            tmpStruct.iChance = iChanceSpawnForgedR2
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR2
            tmpStruct.iRerollChance = iRerollChanceForgedR2
			tmpStruct.iDifficulty = iDifficultyForgedR2
            tmpStruct.iEZ_Lvl = iEZForgedR2
            ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR2 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR2
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR2
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR2
            tmpStruct.iChance = iChanceSpawnTmenR2
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR2
            tmpStruct.iRerollChance = iRerollChanceTmenR2
			tmpStruct.iDifficulty = iDifficultyTmenR2
            tmpStruct.iEZ_Lvl = iEZTmenR2
            ActorTypes_RS_R2.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR2 = true
	endif
	
	if bRSEnabledR3 == false
	
		ActorTypes_RS_R3 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR3 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR3
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR3
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR3
            tmpStruct.iChance = iChanceSpawnRaiderR3
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR3
            tmpStruct.iRerollChance = iRerollChanceRaiderR3
			tmpStruct.iDifficulty = iDifficultyRaiderR3
            tmpStruct.iEZ_Lvl = iEZRaiderR3
            ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR3 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR3
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR3
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR3
            tmpStruct.iChance = iChanceSpawnGunnerR3
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR3
            tmpStruct.iRerollChance = iRerollChanceGunnerR3
			tmpStruct.iDifficulty = iDifficultyGunnerR3
            tmpStruct.iEZ_Lvl = iEZGunnerR3
            ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR3 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR3
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR3
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR3
            tmpStruct.iChance = iChanceSpawnForgedR3
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR3
            tmpStruct.iRerollChance = iRerollChanceForgedR3
			tmpStruct.iDifficulty = iDifficultyForgedR3
            tmpStruct.iEZ_Lvl = iEZForgedR3
            ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR3 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR3
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR3
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR3
            tmpStruct.iChance = iChanceSpawnTmenR3
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR3
            tmpStruct.iRerollChance = iRerollChanceTmenR3
			tmpStruct.iDifficulty = iDifficultyTmenR3
            tmpStruct.iEZ_Lvl = iEZTmenR3
            ActorTypes_RS_R3.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR3 = true
	endif
	
	if bRSEnabledR4 == false
	
		ActorTypes_RS_R4 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR4 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR4
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR4
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR4
            tmpStruct.iChance = iChanceSpawnRaiderR4
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR4
            tmpStruct.iRerollChance = iRerollChanceRaiderR4
			tmpStruct.iDifficulty = iDifficultyRaiderR4
            tmpStruct.iEZ_Lvl = iEZRaiderR4
            ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR4 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR4
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR4
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR4
            tmpStruct.iChance = iChanceSpawnGunnerR4
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR4
            tmpStruct.iRerollChance = iRerollChanceGunnerR4
			tmpStruct.iDifficulty = iDifficultyGunnerR4
            tmpStruct.iEZ_Lvl = iEZGunnerR4
            ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR4 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR4
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR4
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR4
            tmpStruct.iChance = iChanceSpawnForgedR4
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR4
            tmpStruct.iRerollChance = iRerollChanceForgedR4
			tmpStruct.iDifficulty = iDifficultyForgedR4
            tmpStruct.iEZ_Lvl = iEZForgedR4
            ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR4 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR4
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR4
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR4
            tmpStruct.iChance = iChanceSpawnTmenR4
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR4
            tmpStruct.iRerollChance = iRerollChanceTmenR4
			tmpStruct.iDifficulty = iDifficultyTmenR4
            tmpStruct.iEZ_Lvl = iEZTmenR4
            ActorTypes_RS_R4.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR4 = true
	endif
	
	if bRSEnabledR5 == false
	
		ActorTypes_RS_R5 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR5 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR5
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR5
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR5
            tmpStruct.iChance = iChanceSpawnRaiderR5
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR5
            tmpStruct.iRerollChance = iRerollChanceRaiderR5
			tmpStruct.iDifficulty = iDifficultyRaiderR5
            tmpStruct.iEZ_Lvl = iEZRaiderR5
            ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR5 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR5
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR5
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR5
            tmpStruct.iChance = iChanceSpawnGunnerR5
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR5
            tmpStruct.iRerollChance = iRerollChanceGunnerR5
			tmpStruct.iDifficulty = iDifficultyGunnerR5
            tmpStruct.iEZ_Lvl = iEZGunnerR5
            ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR5 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR5
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR5
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR5
            tmpStruct.iChance = iChanceSpawnForgedR5
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR5
            tmpStruct.iRerollChance = iRerollChanceForgedR5
			tmpStruct.iDifficulty = iDifficultyForgedR5
            tmpStruct.iEZ_Lvl = iEZForgedR5
            ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR5 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR5
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR5
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR5
            tmpStruct.iChance = iChanceSpawnTmenR5
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR5
            tmpStruct.iRerollChance = iRerollChanceTmenR5
			tmpStruct.iDifficulty = iDifficultyTmenR5
            tmpStruct.iEZ_Lvl = iEZTmenR5
            ActorTypes_RS_R5.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR5 = true
	endif
	
	if bRSEnabledR6 == false
	
		ActorTypes_RS_R6 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR6 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR6
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR6
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR6
            tmpStruct.iChance = iChanceSpawnRaiderR6
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR6
            tmpStruct.iRerollChance = iRerollChanceRaiderR6
			tmpStruct.iDifficulty = iDifficultyRaiderR6
            tmpStruct.iEZ_Lvl = iEZRaiderR6
            ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR6 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR6
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR6
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR6
            tmpStruct.iChance = iChanceSpawnGunnerR6
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR6
            tmpStruct.iRerollChance = iRerollChanceGunnerR6
			tmpStruct.iDifficulty = iDifficultyGunnerR6
            tmpStruct.iEZ_Lvl = iEZGunnerR6
            ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR6 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR6
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR6
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR6
            tmpStruct.iChance = iChanceSpawnForgedR6
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR6
            tmpStruct.iRerollChance = iRerollChanceForgedR6
			tmpStruct.iDifficulty = iDifficultyForgedR6
            tmpStruct.iEZ_Lvl = iEZForgedR6
            ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR6 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR6
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR6
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR6
            tmpStruct.iChance = iChanceSpawnTmenR6
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR6
            tmpStruct.iRerollChance = iRerollChanceTmenR6
			tmpStruct.iDifficulty = iDifficultyTmenR6
            tmpStruct.iEZ_Lvl = iEZTmenR6
            ActorTypes_RS_R6.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR6 = true
	endif
	
	if bRSEnabledR7 == false
	
		ActorTypes_RS_R7 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR7 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR7
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR7
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR7
            tmpStruct.iChance = iChanceSpawnRaiderR7
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR7
            tmpStruct.iRerollChance = iRerollChanceRaiderR7
			tmpStruct.iDifficulty = iDifficultyRaiderR7
            tmpStruct.iEZ_Lvl = iEZRaiderR7
            ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR7 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR7
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR7
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR7
            tmpStruct.iChance = iChanceSpawnGunnerR7
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR7
            tmpStruct.iRerollChance = iRerollChanceGunnerR7
			tmpStruct.iDifficulty = iDifficultyGunnerR7
            tmpStruct.iEZ_Lvl = iEZGunnerR7
            ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR7 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR7
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR7
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR7
            tmpStruct.iChance = iChanceSpawnForgedR7
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR7
            tmpStruct.iRerollChance = iRerollChanceForgedR7
			tmpStruct.iDifficulty = iDifficultyForgedR7
            tmpStruct.iEZ_Lvl = iEZForgedR7
            ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR7 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR7
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR7
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR7
            tmpStruct.iChance = iChanceSpawnTmenR7
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR7
            tmpStruct.iRerollChance = iRerollChanceTmenR7
			tmpStruct.iDifficulty = iDifficultyTmenR7
            tmpStruct.iEZ_Lvl = iEZTmenR7
            ActorTypes_RS_R7.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR7 = true
	endif
	
	if bRSEnabledR8 == false
	
		ActorTypes_RS_R8 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR8 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR8
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR8
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR8
            tmpStruct.iChance = iChanceSpawnRaiderR8
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR8
            tmpStruct.iRerollChance = iRerollChanceRaiderR8
			tmpStruct.iDifficulty = iDifficultyRaiderR8
            tmpStruct.iEZ_Lvl = iEZRaiderR8
            ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR8 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR8
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR8
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR8
            tmpStruct.iChance = iChanceSpawnGunnerR8
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR8
            tmpStruct.iRerollChance = iRerollChanceGunnerR8
			tmpStruct.iDifficulty = iDifficultyGunnerR8
            tmpStruct.iEZ_Lvl = iEZGunnerR8
            ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR8 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR8
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR8
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR8
            tmpStruct.iChance = iChanceSpawnForgedR8
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR8
            tmpStruct.iRerollChance = iRerollChanceForgedR8
			tmpStruct.iDifficulty = iDifficultyForgedR8
            tmpStruct.iEZ_Lvl = iEZForgedR8
            ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR8 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR8
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR8
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR8
            tmpStruct.iChance = iChanceSpawnTmenR8
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR8
            tmpStruct.iRerollChance = iRerollChanceTmenR8
			tmpStruct.iDifficulty = iDifficultyTmenR8
            tmpStruct.iEZ_Lvl = iEZTmenR8
            ActorTypes_RS_R8.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR8 = true
	endif
	
	if bRSEnabledR9 == false
	
		ActorTypes_RS_R9 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR9 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR9
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR9
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR9
            tmpStruct.iChance = iChanceSpawnRaiderR9
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR9
            tmpStruct.iRerollChance = iRerollChanceRaiderR9
			tmpStruct.iDifficulty = iDifficultyRaiderR9
            tmpStruct.iEZ_Lvl = iEZRaiderR9
            ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR9 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR9
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR9
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR9
            tmpStruct.iChance = iChanceSpawnGunnerR9
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR9
            tmpStruct.iRerollChance = iRerollChanceGunnerR9
			tmpStruct.iDifficulty = iDifficultyGunnerR9
            tmpStruct.iEZ_Lvl = iEZGunnerR9
            ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR9 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR9
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR9
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR9
            tmpStruct.iChance = iChanceSpawnForgedR9
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR9
            tmpStruct.iRerollChance = iRerollChanceForgedR9
			tmpStruct.iDifficulty = iDifficultyForgedR9
            tmpStruct.iEZ_Lvl = iEZForgedR9
            ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR9 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR9
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR9
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR9
            tmpStruct.iChance = iChanceSpawnTmenR9
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR9
            tmpStruct.iRerollChance = iRerollChanceTmenR9
			tmpStruct.iDifficulty = iDifficultyTmenR9
            tmpStruct.iEZ_Lvl = iEZTmenR9
            ActorTypes_RS_R9.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR9 = true
	endif
	
	if bRSEnabledR10 == false
	
		ActorTypes_RS_R10 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR10 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR10
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR10
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR10
            tmpStruct.iChance = iChanceSpawnRaiderR10
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR10
            tmpStruct.iRerollChance = iRerollChanceRaiderR10
			tmpStruct.iDifficulty = iDifficultyRaiderR10
            tmpStruct.iEZ_Lvl = iEZRaiderR10
            ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR10 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR10
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR10
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR10
            tmpStruct.iChance = iChanceSpawnGunnerR10
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR10
            tmpStruct.iRerollChance = iRerollChanceGunnerR10
			tmpStruct.iDifficulty = iDifficultyGunnerR10
            tmpStruct.iEZ_Lvl = iEZGunnerR10
            ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR10 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR10
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR10
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR10
            tmpStruct.iChance = iChanceSpawnForgedR10
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR10
            tmpStruct.iRerollChance = iRerollChanceForgedR10
			tmpStruct.iDifficulty = iDifficultyForgedR10
            tmpStruct.iEZ_Lvl = iEZForgedR10
            ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR10 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR10
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR10
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR10
            tmpStruct.iChance = iChanceSpawnTmenR10
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR10
            tmpStruct.iRerollChance = iRerollChanceTmenR10
			tmpStruct.iDifficulty = iDifficultyTmenR10
            tmpStruct.iEZ_Lvl = iEZTmenR10
            ActorTypes_RS_R10.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR10 = true
	endif
	
	if bRSEnabledR11 == false
	
		ActorTypes_RS_R11 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR11 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR11
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR11
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR11
            tmpStruct.iChance = iChanceSpawnRaiderR11
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR11
            tmpStruct.iRerollChance = iRerollChanceRaiderR11
			tmpStruct.iDifficulty = iDifficultyRaiderR11
            tmpStruct.iEZ_Lvl = iEZRaiderR11
            ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR11 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR11
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR11
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR11
            tmpStruct.iChance = iChanceSpawnGunnerR11
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR11
            tmpStruct.iRerollChance = iRerollChanceGunnerR11
			tmpStruct.iDifficulty = iDifficultyGunnerR11
            tmpStruct.iEZ_Lvl = iEZGunnerR11
            ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR11 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR11
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR11
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR11
            tmpStruct.iChance = iChanceSpawnForgedR11
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR11
            tmpStruct.iRerollChance = iRerollChanceForgedR11
			tmpStruct.iDifficulty = iDifficultyForgedR11
            tmpStruct.iEZ_Lvl = iEZForgedR11
            ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR11 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR11
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR11
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR11
            tmpStruct.iChance = iChanceSpawnTmenR11
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR11
            tmpStruct.iRerollChance = iRerollChanceTmenR11
			tmpStruct.iDifficulty = iDifficultyTmenR11
            tmpStruct.iEZ_Lvl = iEZTmenR11
            ActorTypes_RS_R11.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR11 = true
	endif
	
	if bRSEnabledR12 == false
	
		ActorTypes_RS_R12 = new ActorTypeStruct[0]
		ActorTypeStruct tmpStruct
		
        if bAllowedRaiderR12 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlRaider
            tmpStruct.LvlActorBossBase = LvlRaiderBoss
            tmpStruct.bAllowedBoss = bAllowedBossRaiderR12
            tmpStruct.iMaxAllowed = iMaxAllowedRaiderR12
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossRaiderR12
            tmpStruct.iChance = iChanceSpawnRaiderR12
            tmpStruct.iChanceBoss = iChanceSpawnBossRaiderR12
            tmpStruct.iRerollChance = iRerollChanceRaiderR12
			tmpStruct.iDifficulty = iDifficultyRaiderR12
            tmpStruct.iEZ_Lvl = iEZRaiderR12
            ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedGunnerR12 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlGunner
            tmpStruct.LvlActorBossBase = LvlGunnerBoss
            tmpStruct.bAllowedBoss = bAllowedBossGunnerR12
            tmpStruct.iMaxAllowed = iMaxAllowedGunnerR12
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossGunnerR12
            tmpStruct.iChance = iChanceSpawnGunnerR12
            tmpStruct.iChanceBoss = iChanceSpawnBossGunnerR12
            tmpStruct.iRerollChance = iRerollChanceGunnerR12
			tmpStruct.iDifficulty = iDifficultyGunnerR12
            tmpStruct.iEZ_Lvl = iEZGunnerR12
            ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		if bAllowedForgedR12 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlForged
            tmpStruct.LvlActorBossBase = LvlForgedBoss
            tmpStruct.bAllowedBoss = bAllowedBossForgedR12
            tmpStruct.iMaxAllowed = iMaxAllowedForgedR12
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossForgedR12
            tmpStruct.iChance = iChanceSpawnForgedR12
            tmpStruct.iChanceBoss = iChanceSpawnBossForgedR12
            tmpStruct.iRerollChance = iRerollChanceForgedR12
			tmpStruct.iDifficulty = iDifficultyForgedR12
            tmpStruct.iEZ_Lvl = iEZForgedR12
            ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
        if bAllowedTmenR12 == true
            tmpStruct = new ActorTypeStruct ; create a new temporary var of the struct type
            tmpStruct.LvlActorBase = LvlTriggerman
            tmpStruct.LvlActorBossBase = LvlTriggerman
            tmpStruct.bAllowedBoss = bAllowedBossTmenR12
            tmpStruct.iMaxAllowed = iMaxAllowedTmenR12
            tmpStruct.iMaxAllowedBoss = iMaxAllowedBossTmenR12
            tmpStruct.iChance = iChanceSpawnTmenR12
            tmpStruct.iChanceBoss = iChanceSpawnBossTmenR12
            tmpStruct.iRerollChance = iRerollChanceTmenR12
			tmpStruct.iDifficulty = iDifficultyTmenR12
            tmpStruct.iEZ_Lvl = iEZTmenR12
            ActorTypes_RS_R12.Add(tmpStruct) ; add the temporary struct to the master array
        else
            ;Nothing, ActorType does not enter the array
        endif
		
		bRSEnabledR12 = true
	endif
		
    Debug.Notification("Array of Structs is filled")
	
EndFunction

;Fill Waterside Spawns Arrays

Function FillAllWSArrays()     ;Fill Waterside Random Actor Arrays
	;bWSEnabledR1 = true
EndFunction

;Fill Extra Wildlife Arrays

Function FillAllWLArrays()     ;Fill Wildlife Random Actor Arrays
;	bWLEnabledR1 = true
EndFunction

;Fill Infestation Arrays

Function FillAllRRArrays()     ;Fill Infestation Random Actor Arrays
	;bRREnabled = true
EndFunction

;Fill Extra Monsters Arrays

Function FillAllMOArrays()     ;Fill Monster Random Actor Arrays
;	bMOEnabledR1 = true
EndFunction

;Fill Sniper Arrays

Function FillAllSNArrays()     ;Fill Sniper Random Actor Arrays
;	bSNEnabledR1 = true
EndFunction

;Fill Settlement Spawns Arrays

Function FillAllSSArrays()     ;Fill Settlement Random Actor Arrays
;	bSSEnabledR1 = true
EndFunction

;Clear Functions for Systems

Function ClearAllArrays()    ;Clear ALL System Arrays
	
	if bRSEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_RS_R1.Clear()
		bRSEnabledR1 = false
	endif
	if bRSEnabledR2 == true
		ActorTypes_RS_R2.Clear()
		bRSEnabledR2 = false
	endif	
	if bRSEnabledR3 == true	
		ActorTypes_RS_R3.Clear()
		bRSEnabledR3 = false
	endif
	if bRSEnabledR4 == true
		ActorTypes_RS_R4.Clear()
		bRSEnabledR4 = false
	endif
	if bRSEnabledR5 == true
		ActorTypes_RS_R5.Clear()
		bRSEnabledR5 = false
	endif
	if bRSEnabledR6 == true
		ActorTypes_RS_R6.Clear()
		bRSEnabledR6 = false
	endif
	if bRSEnabledR7 == true
		ActorTypes_RS_R7.Clear()
		bRSEnabledR7 = false
	endif
	if bRSEnabledR8 == true
		ActorTypes_RS_R8.Clear()
		bRSEnabledR8 = false
	endif
	if bRSEnabledR9 == true
		ActorTypes_RS_R9.Clear()
		bRSEnabledR9 = false
	endif
	if bRSEnabledR10 == true
		ActorTypes_RS_R10.Clear()
		bRSEnabledR10 = false
	endif
	if bRSEnabledR11 == true
		ActorTypes_RS_R11.Clear()
		bRSEnabledR11 = false
	endif
	if bRSEnabledR12 == true
		ActorTypes_RS_R12.Clear()
		bRSEnabledR12 = false
	endif


	if bWSEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_WS_R1.Clear()
		bWSEnabledR1 = false
	endif
	if bWSEnabledR2 == true
		ActorTypes_WS_R2.Clear()
		bWSEnabledR2 = false
	endif	
	if bWSEnabledR3 == true	
		ActorTypes_WS_R3.Clear()
		bWSEnabledR3 = false
	endif
	if bWSEnabledR4 == true
		ActorTypes_WS_R4.Clear()
		bWSEnabledR4 = false
	endif
	if bWSEnabledR5 == true
		ActorTypes_WS_R5.Clear()
		bWSEnabledR5 = false
	endif
	if bWSEnabledR6 == true
		ActorTypes_WS_R6.Clear()
		bWSEnabledR6 = false
	endif
	if bWSEnabledR7 == true
		ActorTypes_WS_R7.Clear()
		bWSEnabledR7 = false
	endif
	if bWSEnabledR8 == true
		ActorTypes_WS_R8.Clear()
		bWSEnabledR8 = false
	endif
	if bWSEnabledR9 == true
		ActorTypes_WS_R9.Clear()
		bWSEnabledR9 = false
	endif
	if bWSEnabledR10 == true
		ActorTypes_WS_R10.Clear()
		bWSEnabledR10 = false
	endif
	if bWSEnabledR11 == true
		ActorTypes_WS_R11.Clear()
		bWSEnabledR11 = false
	endif
	if bWSEnabledR12 == true
		ActorTypes_WS_R12.Clear()
		bWSEnabledR12 = false
	endif

	
	if bWLEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_WL_R1.Clear()
		bWLEnabledR1 = false
	endif
	if bWLEnabledR2 == true
		ActorTypes_WL_R2.Clear()
		bWLEnabledR2 = false
	endif	
	if bWLEnabledR3 == true	
		ActorTypes_WL_R3.Clear()
		bWLEnabledR3 = false
	endif
	if bWLEnabledR4 == true
		ActorTypes_WL_R4.Clear()
		bWLEnabledR4 = false
	endif
	if bWLEnabledR5 == true
		ActorTypes_WL_R5.Clear()
		bWLEnabledR5 = false
	endif
	if bWLEnabledR6 == true
		ActorTypes_WL_R6.Clear()
		bWLEnabledR6 = false
	endif
	if bWLEnabledR7 == true
		ActorTypes_WL_R7.Clear()
		bWLEnabledR7 = false
	endif
	if bWLEnabledR8 == true
		ActorTypes_WL_R8.Clear()
		bWLEnabledR8 = false
	endif
	if bWLEnabledR9 == true
		ActorTypes_WL_R9.Clear()
		bWLEnabledR9 = false
	endif
	if bWLEnabledR10 == true
		ActorTypes_WL_R10.Clear()
		bWLEnabledR10 = false
	endif
	if bWLEnabledR11 == true
		ActorTypes_WL_R11.Clear()
		bWLEnabledR11 = false
	endif
	if bWLEnabledR12 == true
		ActorTypes_WL_R12.Clear()
		bWLEnabledR12 = false
	endif


	if bRREnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_RR_R1.Clear()
		bRREnabledR1 = false
	endif
	if bRREnabledR2 == true
		ActorTypes_RR_R2.Clear()
		bRREnabledR2 = false
	endif	
	if bRREnabledR3 == true	
		ActorTypes_RR_R3.Clear()
		bRREnabledR3 = false
	endif
	if bRREnabledR4 == true
		ActorTypes_RR_R4.Clear()
		bRREnabledR4 = false
	endif
	if bRREnabledR5 == true
		ActorTypes_RR_R5.Clear()
		bRREnabledR5 = false
	endif
	if bRREnabledR6 == true
		ActorTypes_RR_R6.Clear()
		bRREnabledR6 = false
	endif
	if bRREnabledR7 == true
		ActorTypes_RR_R7.Clear()
		bRREnabledR7 = false
	endif
	if bRREnabledR8 == true
		ActorTypes_RR_R8.Clear()
		bRREnabledR8 = false
	endif
	if bRREnabledR9 == true
		ActorTypes_RR_R9.Clear()
		bRREnabledR9 = false
	endif
	if bRREnabledR10 == true
		ActorTypes_RR_R10.Clear()
		bRREnabledR10 = false
	endif
	if bRREnabledR11 == true
		ActorTypes_RR_R11.Clear()
		bRREnabledR11 = false
	endif
	if bRREnabledR12 == true
		ActorTypes_RR_R12.Clear()
		bRREnabledR12 = false
	endif


	if bMOEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_MO_R1.Clear()
		bMOEnabledR1 = false
	endif
	if bMOEnabledR2 == true
		ActorTypes_MO_R2.Clear()
		bMOEnabledR2 = false
	endif	
	if bMOEnabledR3 == true	
		ActorTypes_MO_R3.Clear()
		bMOEnabledR3 = false
	endif
	if bMOEnabledR4 == true
		ActorTypes_MO_R4.Clear()
		bMOEnabledR4 = false
	endif
	if bMOEnabledR5 == true
		ActorTypes_MO_R5.Clear()
		bMOEnabledR5 = false
	endif
	if bMOEnabledR6 == true
		ActorTypes_MO_R6.Clear()
		bMOEnabledR6 = false
	endif
	if bMOEnabledR7 == true
		ActorTypes_MO_R7.Clear()
		bMOEnabledR7 = false
	endif
	if bMOEnabledR8 == true
		ActorTypes_MO_R8.Clear()
		bMOEnabledR8 = false
	endif
	if bMOEnabledR9 == true
		ActorTypes_MO_R9.Clear()
		bMOEnabledR9 = false
	endif
	if bMOEnabledR10 == true
		ActorTypes_MO_R10.Clear()
		bMOEnabledR10 = false
	endif
	if bMOEnabledR11 == true
		ActorTypes_MO_R11.Clear()
		bMOEnabledR11 = false
	endif
	if bMOEnabledR12 == true
		ActorTypes_MO_R12.Clear()
		bMOEnabledR12 = false
	endif
	
	
	if bSNEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_SN_R1.Clear()
		bSNEnabledR1 = false
	endif
	if bSNEnabledR2 == true
		ActorTypes_SN_R2.Clear()
		bSNEnabledR2 = false
	endif	
	if bSNEnabledR3 == true	
		ActorTypes_SN_R3.Clear()
		bSNEnabledR3 = false
	endif
	if bSNEnabledR4 == true
		ActorTypes_SN_R4.Clear()
		bSNEnabledR4 = false
	endif
	if bSNEnabledR5 == true
		ActorTypes_SN_R5.Clear()
		bSNEnabledR5 = false
	endif
	if bSNEnabledR6 == true
		ActorTypes_SN_R6.Clear()
		bSNEnabledR6 = false
	endif
	if bSNEnabledR7 == true
		ActorTypes_SN_R7.Clear()
		bSNEnabledR7 = false
	endif
	if bSNEnabledR8 == true
		ActorTypes_SN_R8.Clear()
		bSNEnabledR8 = false
	endif
	if bSNEnabledR9 == true
		ActorTypes_SN_R9.Clear()
		bSNEnabledR9 = false
	endif
	if bSNEnabledR10 == true
		ActorTypes_SN_R10.Clear()
		bSNEnabledR10 = false
	endif
	if bSNEnabledR11 == true
		ActorTypes_SN_R11.Clear()
		bSNEnabledR11 = false
	endif
	if bSNEnabledR12 == true
		ActorTypes_SN_R12.Clear()
		bSNEnabledR12 = false
	endif
		
		
	if bSSEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_SS_R1.Clear()
		bSSEnabledR1 = false
	endif
	if bSSEnabledR2 == true
		ActorTypes_SS_R2.Clear()
		bSSEnabledR2 = false
	endif	
	if bSSEnabledR3 == true	
		ActorTypes_SS_R3.Clear()
		bSSEnabledR3 = false
	endif
	if bSSEnabledR4 == true
		ActorTypes_SS_R4.Clear()
		bSSEnabledR4 = false
	endif
	if bSSEnabledR5 == true
		ActorTypes_SS_R5.Clear()
		bSSEnabledR5 = false
	endif
	if bSSEnabledR6 == true
		ActorTypes_SS_R6.Clear()
		bSSEnabledR6 = false
	endif
	if bSSEnabledR7 == true
		ActorTypes_SS_R7.Clear()
		bSSEnabledR7 = false
	endif
	if bSSEnabledR8 == true
		ActorTypes_SS_R8.Clear()
		bSSEnabledR8 = false
	endif
	if bSSEnabledR9 == true
		ActorTypes_SS_R9.Clear()
		bSSEnabledR9 = false
	endif
	if bSSEnabledR10 == true
		ActorTypes_SS_R10.Clear()
		bSSEnabledR10 = false
	endif
	if bSSEnabledR11 == true
		ActorTypes_SS_R11.Clear()
		bSSEnabledR11 = false
	endif
	if bSSEnabledR12 == true
		ActorTypes_SS_R12.Clear()
		bSSEnabledR12 = false
	endif

EndFunction

;Clear Functions for Main Random Spawns System

Function ClearAllRSArrays()     ;Clear Main Random Spawn Arrays
	if bRSEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_RS_R1.Clear()
		bRSEnabledR1 == false
	endif
	if bRSEnabledR2 == true
		ActorTypes_RS_R2.Clear()
		bRSEnabledR2 = false
	endif	
	if bRSEnabledR3 == true	
		ActorTypes_RS_R3.Clear()
		bRSEnabledR3 = false
	endif
	if bRSEnabledR4 == true
		ActorTypes_RS_R4.Clear()
		bRSEnabledR4 = false
	endif
	if bRSEnabledR5 == true
		ActorTypes_RS_R5.Clear()
		bRSEnabledR5 = false
	endif
	if bRSEnabledR6 == true
		ActorTypes_RS_R6.Clear()
		bRSEnabledR6 = false
	endif
	if bRSEnabledR7 == true
		ActorTypes_RS_R7.Clear()
		bRSEnabledR7 = false
	endif
	if bRSEnabledR8 == true
		ActorTypes_RS_R8.Clear()
		bRSEnabledR8 = false
	endif
	if bRSEnabledR9 == true
		ActorTypes_RS_R9.Clear()
		bRSEnabledR9 = false
	endif
	if bRSEnabledR10 == true
		ActorTypes_RS_R10.Clear()
		bRSEnabledR10 = false
	endif
	if bRSEnabledR11 == true
		ActorTypes_RS_R11.Clear()
		bRSEnabledR11 = false
	endif
	if bRSEnabledR12 == true
		ActorTypes_RS_R12.Clear()
		bRSEnabledR12 = false
	endif
EndFunction

Function ClearRSArraysR1()
	if bRSEnabledR1 == true
		ActorTypes_RS_R1.Clear()
		bRSEnabledR1 = false
	endif
EndFunction

Function ClearRSArraysR2()
	if bRSEnabledR2 == true
		ActorTypes_RS_R2.Clear()
		bRSEnabledR2 = false
	endif
EndFunction

Function ClearRSArraysR3()
	if bRSEnabledR3 == true	
		ActorTypes_RS_R3.Clear()
		bRSEnabledR3 = false
	endif
EndFunction

Function ClearRSArraysR4()
	if bRSEnabledR4 == true
		ActorTypes_RS_R4.Clear()
		bRSEnabledR4 = false
	endif
EndFunction

Function ClearRSArraysR5()
	if bRSEnabledR5 == true
		ActorTypes_RS_R5.Clear()
		bRSEnabledR5 = false
	endif
EndFunction

Function ClearRSArraysR6()
	if bRSEnabledR6 == true
		ActorTypes_RS_R6.Clear()
		bRSEnabledR6 = false
	endif
EndFunction

Function ClearRSArraysR7()
	if bRSEnabledR7 == true
		ActorTypes_RS_R7.Clear()
		bRSEnabledR7 = false
	endif
EndFunction

Function ClearRSArraysR8()
	if bRSEnabledR8 == true
		ActorTypes_RS_R8.Clear()
		bRSEnabledR8 = false
	endif
EndFunction

Function ClearRSArraysR9()
	if bRSEnabledR9 == true
		ActorTypes_RS_R9.Clear()
		bRSEnabledR9 = false
	endif
EndFunction

Function ClearRSArraysR10()
	if bRSEnabledR10 == true
		ActorTypes_RS_R10.Clear()
		bRSEnabledR10 = false
	endif
EndFunction

Function ClearRSArraysR11()
	if bRSEnabledR11 == true
		ActorTypes_RS_R11.Clear()
		bRSEnabledR11 = false
	endif
EndFunction

Function ClearRSArraysR12()
	if bRSEnabledR12 == true
		ActorTypes_RS_R12.Clear()
		bRSEnabledR12 = false
	endif
EndFunction

;Clear Functions for Waterside Spawns System

Function ClearAllWSArrays()     ;Clear Waterside Random Spawn Arrays
	if bWSEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_WS_R1.Clear()
		bWSEnabledR1 = false
	endif
	if bWSEnabledR2 == true
		ActorTypes_WS_R2.Clear()
		bWSEnabledR2 = false
	endif	
	if bWSEnabledR3 == true	
		ActorTypes_WS_R3.Clear()
		bWSEnabledR3 = false
	endif
	if bWSEnabledR4 == true
		ActorTypes_WS_R4.Clear()
		bWSEnabledR4 = false
	endif
	if bWSEnabledR5 == true
		ActorTypes_WS_R5.Clear()
		bWSEnabledR5 = false
	endif
	if bWSEnabledR6 == true
		ActorTypes_WS_R6.Clear()
		bWSEnabledR6 = false
	endif
	if bWSEnabledR7 == true
		ActorTypes_WS_R7.Clear()
		bWSEnabledR7 = false
	endif
	if bWSEnabledR8 == true
		ActorTypes_WS_R8.Clear()
		bWSEnabledR8 = false
	endif
	if bWSEnabledR9 == true
		ActorTypes_WS_R9.Clear()
		bWSEnabledR9 = false
	endif
	if bWSEnabledR10 == true
		ActorTypes_WS_R10.Clear()
		bWSEnabledR10 = false
	endif
	if bWSEnabledR11 == true
		ActorTypes_WS_R11.Clear()
		bWSEnabledR11 = false
	endif
	if bWSEnabledR12 == true
		ActorTypes_WS_R12.Clear()
		bWSEnabledR12 = false
	endif
EndFunction

Function ClearWSArraysR1()
	if bWSEnabledR1 == true
		ActorTypes_WS_R1.Clear()
		bWSEnabledR1 = false
	endif
EndFunction

Function ClearWSArraysR2()
	if bWSEnabledR2 == true
		ActorTypes_WS_R2.Clear()
		bWSEnabledR2 = false
	endif
EndFunction

Function ClearWSArraysR3()
	if bWSEnabledR3 == true	
		ActorTypes_WS_R3.Clear()
		bWSEnabledR3 = false
	endif
EndFunction

Function ClearWSArraysR4()
	if bWSEnabledR4 == true
		ActorTypes_WS_R4.Clear()
		bWSEnabledR4 = false
	endif
EndFunction

Function ClearWSArraysR5()
	if bWSEnabledR5 == true
		ActorTypes_WS_R5.Clear()
		bWSEnabledR5 = false
	endif
EndFunction

Function ClearWSArraysR6()
	if bWSEnabledR6 == true
		ActorTypes_WS_R6.Clear()
		bWSEnabledR6 = false
	endif
EndFunction

Function ClearWSArraysR7()
	if bWSEnabledR7 == true
		ActorTypes_WS_R7.Clear()
		bWSEnabledR7 = false
	endif
EndFunction

Function ClearWSArraysR8()
	if bWSEnabledR8 == true
		ActorTypes_WS_R8.Clear()
		bWSEnabledR8 = false
	endif
EndFunction

Function ClearWSArraysR9()
	if bWSEnabledR9 == true
		ActorTypes_WS_R9.Clear()
		bWSEnabledR9 = false
	endif
EndFunction

Function ClearWSArraysR10()
	if bWSEnabledR10 == true
		ActorTypes_WS_R10.Clear()
		bWSEnabledR10 = false
	endif
EndFunction

Function ClearWSArraysR11()
	if bWSEnabledR11 == true
		ActorTypes_WS_R11.Clear()
		bWSEnabledR11 = false
	endif
EndFunction

Function ClearWSArraysR12()
	if bWSEnabledR12 == true
		ActorTypes_WS_R12.Clear()
		bWSEnabledR12 = false
	endif
EndFunction

;Clear Functions for Extra Wildlife System

Function ClearAllWLArrays()
	if bWLEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_WL_R1.Clear()
		bWLEnabledR1 = false
	endif
	if bWLEnabledR2 == true
		ActorTypes_WL_R2.Clear()
		bWLEnabledR2 = false
	endif	
	if bWLEnabledR3 == true	
		ActorTypes_WL_R3.Clear()
		bWLEnabledR3 = false
	endif
	if bWLEnabledR4 == true
		ActorTypes_WL_R4.Clear()
		bWLEnabledR4 = false
	endif
	if bWLEnabledR5 == true
		ActorTypes_WL_R5.Clear()
		bWLEnabledR5 = false
	endif
	if bWLEnabledR6 == true
		ActorTypes_WL_R6.Clear()
		bWLEnabledR6 = false
	endif
	if bWLEnabledR7 == true
		ActorTypes_WL_R7.Clear()
		bWLEnabledR7 = false
	endif
	if bWLEnabledR8 == true
		ActorTypes_WL_R8.Clear()
		bWLEnabledR8 = false
	endif
	if bWLEnabledR9 == true
		ActorTypes_WL_R9.Clear()
		bWLEnabledR9 = false
	endif
	if bWLEnabledR10 == true
		ActorTypes_WL_R10.Clear()
		bWLEnabledR10 = false
	endif
	if bWLEnabledR11 == true
		ActorTypes_WL_R11.Clear()
		bWLEnabledR11 = false
	endif
	if bWLEnabledR12 == true
		ActorTypes_WL_R12.Clear()
		bWLEnabledR12 = false
	endif
EndFunction

Function ClearWLArraysR1()
	if bWLEnabledR1 == true
		ActorTypes_WL_R1.Clear()
		bWLEnabledR1 = false
	endif
EndFunction

Function ClearWLArraysR2()
	if bWLEnabledR2 == true
		ActorTypes_WL_R2.Clear()
		bWLEnabledR2 = false
	endif
EndFunction

Function ClearWLArraysR3()
	if bWLEnabledR3 == true	
		ActorTypes_WL_R3.Clear()
		bWLEnabledR3 = false
	endif
EndFunction

Function ClearWLArraysR4()
	if bWLEnabledR4 == true
		ActorTypes_WL_R4.Clear()
		bWLEnabledR4 = false
	endif
EndFunction

Function ClearWLArraysR5()
	if bWLEnabledR5 == true
		ActorTypes_WL_R5.Clear()
		bWLEnabledR5 = false
	endif
EndFunction

Function ClearWLArraysR6()
	if bWLEnabledR6 == true
		ActorTypes_WL_R6.Clear()
		bWLEnabledR6 = false
	endif
EndFunction

Function ClearWLArraysR7()
	if bWLEnabledR7 == true
		ActorTypes_WL_R7.Clear()
		bWLEnabledR7 = false
	endif
EndFunction

Function ClearWLArraysR8()
	if bWLEnabledR8 == true
		ActorTypes_WL_R8.Clear()
		bWLEnabledR8 = false
	endif
EndFunction

Function ClearWLArraysR9()
	if bWLEnabledR9 == true
		ActorTypes_WL_R9.Clear()
		bWLEnabledR9 = false
	endif
EndFunction

Function ClearWLArraysR10()
	if bWLEnabledR10 == true
		ActorTypes_WL_R10.Clear()
		bWLEnabledR10 = false
	endif
EndFunction

Function ClearWLArraysR11()
	if bWLEnabledR11 == true
		ActorTypes_WL_R11.Clear()
		bWLEnabledR11 = false
	endif
EndFunction

Function ClearWLArraysR12()
	if bWLEnabledR12 == true
		ActorTypes_WL_R12.Clear()
		bWLEnabledR12 = false
	endif
EndFunction

;Clear Functions for Infestation System

Function ClearAllRRArrays()
	if bRREnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_RR_R1.Clear()
		bRREnabledR1 = false
	endif
	if bRREnabledR2 == true
		ActorTypes_RR_R2.Clear()
		bRREnabledR2 = false
	endif	
	if bRREnabledR3 == true	
		ActorTypes_RR_R3.Clear()
		bRREnabledR3 = false
	endif
	if bRREnabledR4 == true
		ActorTypes_RR_R4.Clear()
		bRREnabledR4 = false
	endif
	if bRREnabledR5 == true
		ActorTypes_RR_R5.Clear()
		bRREnabledR5 = false
	endif
	if bRREnabledR6 == true
		ActorTypes_RR_R6.Clear()
		bRREnabledR6 = false
	endif
	if bRREnabledR7 == true
		ActorTypes_RR_R7.Clear()
		bRREnabledR7 = false
	endif
	if bRREnabledR8 == true
		ActorTypes_RR_R8.Clear()
		bRREnabledR8 = false
	endif
	if bRREnabledR9 == true
		ActorTypes_RR_R9.Clear()
		bRREnabledR9 = false
	endif
	if bRREnabledR10 == true
		ActorTypes_RR_R10.Clear()
		bRREnabledR10 = false
	endif
	if bRREnabledR11 == true
		ActorTypes_RR_R11.Clear()
		bRREnabledR11 = false
	endif
	if bRREnabledR12 == true
		ActorTypes_RR_R12.Clear()
		bRREnabledR12 = false
	endif
EndFunction

Function ClearRRArraysR1()
	if bRREnabledR1 == true
		ActorTypes_RR_R1.Clear()
		bRREnabledR1 = false
	endif
EndFunction

Function ClearRRArraysR2()
	if bRREnabledR2 == true
		ActorTypes_RR_R2.Clear()
		bRREnabledR2 = false
	endif
EndFunction

Function ClearRRArraysR3()
	if bRREnabledR3 == true	
		ActorTypes_RR_R3.Clear()
		bRREnabledR3 = false
	endif
EndFunction

Function ClearRRArraysR4()
	if bRREnabledR4 == true
		ActorTypes_RR_R4.Clear()
		bRREnabledR4 = false
	endif
EndFunction

Function ClearRRArraysR5()
	if bRREnabledR5 == true
		ActorTypes_RR_R5.Clear()
		bRREnabledR5 = false
	endif
EndFunction

Function ClearRRArraysR6()
	if bRREnabledR6 == true
		ActorTypes_RR_R6.Clear()
		bRREnabledR6 = false
	endif
EndFunction

Function ClearRRArraysR7()
	if bRREnabledR7 == true
		ActorTypes_RR_R7.Clear()
		bRREnabledR7 = false
	endif
EndFunction

Function ClearRRArraysR8()
	if bRREnabledR8 == true
		ActorTypes_RR_R8.Clear()
		bRREnabledR8 = false
	endif
EndFunction

Function ClearRRArraysR9()
	if bRREnabledR9 == true
		ActorTypes_RR_R9.Clear()
		bRREnabledR9 = false
	endif
EndFunction

Function ClearRRArraysR10()
	if bRREnabledR10 == true
		ActorTypes_RR_R10.Clear()
		bRREnabledR10 = false
	endif
EndFunction

Function ClearRRArraysR11()
	if bRREnabledR11 == true
		ActorTypes_RR_R11.Clear()
		bRREnabledR11 = false
	endif
EndFunction

Function ClearRRArraysR12()
	if bRREnabledR12 == true
		ActorTypes_RR_R12.Clear()
		bRREnabledR12 = false
	endif
EndFunction

;Clear Functions for Extra Monster System

Function ClearAllMOArrays()
	if bMOEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_MO_R1.Clear()
		bMOEnabledR1 = false
	endif
	if bMOEnabledR2 == true
		ActorTypes_MO_R2.Clear()
		bMOEnabledR2 = false
	endif	
	if bMOEnabledR3 == true	
		ActorTypes_MO_R3.Clear()
		bMOEnabledR3 = false
	endif
	if bMOEnabledR4 == true
		ActorTypes_MO_R4.Clear()
		bMOEnabledR4 = false
	endif
	if bMOEnabledR5 == true
		ActorTypes_MO_R5.Clear()
		bMOEnabledR5 = false
	endif
	if bMOEnabledR6 == true
		ActorTypes_MO_R6.Clear()
		bMOEnabledR6 = false
	endif
	if bMOEnabledR7 == true
		ActorTypes_MO_R7.Clear()
		bMOEnabledR7 = false
	endif
	if bMOEnabledR8 == true
		ActorTypes_MO_R8.Clear()
		bMOEnabledR8 = false
	endif
	if bMOEnabledR9 == true
		ActorTypes_MO_R9.Clear()
		bMOEnabledR9 = false
	endif
	if bMOEnabledR10 == true
		ActorTypes_MO_R10.Clear()
		bMOEnabledR10 = false
	endif
	if bMOEnabledR11 == true
		ActorTypes_MO_R11.Clear()
		bMOEnabledR11 = false
	endif
	if bMOEnabledR12 == true
		ActorTypes_MO_R12.Clear()
		bMOEnabledR12 = false
	endif
EndFunction

Function ClearMOArraysR1()
	if bMOEnabledR1 == true
		ActorTypes_MO_R1.Clear()
		bMOEnabledR1 = false
	endif
EndFunction

Function ClearMOArraysR2()
	if bMOEnabledR2 == true
		ActorTypes_MO_R2.Clear()
		bMOEnabledR2 = false
	endif
EndFunction

Function ClearMOArraysR3()
	if bMOEnabledR3 == true	
		ActorTypes_MO_R3.Clear()
		bMOEnabledR3 = false
	endif
EndFunction

Function ClearMOArraysR4()
	if bMOEnabledR4 == true
		ActorTypes_MO_R4.Clear()
		bMOEnabledR4 = false
	endif
EndFunction

Function ClearMOArraysR5()
	if bMOEnabledR5 == true
		ActorTypes_MO_R5.Clear()
		bMOEnabledR5 = false
	endif
EndFunction

Function ClearMOArraysR6()
	if bMOEnabledR6 == true
		ActorTypes_MO_R6.Clear()
		bMOEnabledR6 = false
	endif
EndFunction

Function ClearMOArraysR7()
	if bMOEnabledR7 == true
		ActorTypes_MO_R7.Clear()
		bMOEnabledR7 = false
	endif
EndFunction

Function ClearMOArraysR8()
	if bMOEnabledR8 == true
		ActorTypes_MO_R8.Clear()
		bMOEnabledR8 = false
	endif
EndFunction

Function ClearMOArraysR9()
	if bMOEnabledR9 == true
		ActorTypes_MO_R9.Clear()
		bMOEnabledR9 = false
	endif
EndFunction

Function ClearMOArraysR10()
	if bMOEnabledR10 == true
		ActorTypes_MO_R10.Clear()
		bMOEnabledR10 = false
	endif
EndFunction

Function ClearMOArraysR11()
	if bMOEnabledR11 == true
		ActorTypes_MO_R11.Clear()
		bMOEnabledR11 = false
	endif
EndFunction

Function ClearMOArraysR12()
	if bMOEnabledR12 == true
		ActorTypes_MO_R12.Clear()
		bMOEnabledR12 = false
	endif
EndFunction

;Clear Functions for Sniper System

Function ClearAllSNArrays()
	if bSNEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_SN_R1.Clear()
		bSNEnabledR1 = false
	endif
	if bSNEnabledR2 == true
		ActorTypes_SN_R2.Clear()
		bSNEnabledR2 = false
	endif	
	if bSNEnabledR3 == true	
		ActorTypes_SN_R3.Clear()
		bSNEnabledR3 = false
	endif
	if bSNEnabledR4 == true
		ActorTypes_SN_R4.Clear()
		bSNEnabledR4 = false
	endif
	if bSNEnabledR5 == true
		ActorTypes_SN_R5.Clear()
		bSNEnabledR5 = false
	endif
	if bSNEnabledR6 == true
		ActorTypes_SN_R6.Clear()
		bSNEnabledR6 = false
	endif
	if bSNEnabledR7 == true
		ActorTypes_SN_R7.Clear()
		bSNEnabledR7 = false
	endif
	if bSNEnabledR8 == true
		ActorTypes_SN_R8.Clear()
		bSNEnabledR8 = false
	endif
	if bSNEnabledR9 == true
		ActorTypes_SN_R9.Clear()
		bSNEnabledR9 = false
	endif
	if bSNEnabledR10 == true
		ActorTypes_SN_R10.Clear()
		bSNEnabledR10 = false
	endif
	if bSNEnabledR11 == true
		ActorTypes_SN_R11.Clear()
		bSNEnabledR11 = false
	endif
	if bSNEnabledR12 == true
		ActorTypes_SN_R12.Clear()
		bSNEnabledR12 = false
	endif
EndFunction

Function ClearSNArraysR1()
	if bSNEnabledR1 == true
		ActorTypes_SN_R1.Clear()
		bSNEnabledR1 = false
	endif
EndFunction

Function ClearSNArraysR2()
	if bSNEnabledR2 == true
		ActorTypes_SN_R2.Clear()
		bSNEnabledR2 = false
	endif
EndFunction

Function ClearSNArraysR3()
	if bSNEnabledR3 == true	
		ActorTypes_SN_R3.Clear()
		bSNEnabledR3 = false
	endif
EndFunction

Function ClearSNArraysR4()
	if bSNEnabledR4 == true
		ActorTypes_SN_R4.Clear()
		bSNEnabledR4 = false
	endif
EndFunction

Function ClearSNArraysR5()
	if bSNEnabledR5 == true
		ActorTypes_SN_R5.Clear()
		bSNEnabledR5 = false
	endif
EndFunction

Function ClearSNArraysR6()
	if bSNEnabledR6 == true
		ActorTypes_SN_R6.Clear()
		bSNEnabledR6 = false
	endif
EndFunction

Function ClearSNArraysR7()
	if bSNEnabledR7 == true
		ActorTypes_SN_R7.Clear()
		bSNEnabledR7 = false
	endif
EndFunction

Function ClearSNArraysR8()
	if bSNEnabledR8 == true
		ActorTypes_SN_R8.Clear()
		bSNEnabledR8 = false
	endif
EndFunction

Function ClearSNArraysR9()
	if bSNEnabledR9 == true
		ActorTypes_SN_R9.Clear()
		bSNEnabledR9 = false
	endif
EndFunction

Function ClearSNArraysR10()
	if bSNEnabledR10 == true
		ActorTypes_SN_R10.Clear()
		bSNEnabledR10 = false
	endif
EndFunction

Function ClearSNArraysR11()
	if bSNEnabledR11 == true
		ActorTypes_SN_R11.Clear()
		bSNEnabledR11 = false
	endif
EndFunction

Function ClearSNArraysR12()
	if bSNEnabledR12 == true
		ActorTypes_SN_R12.Clear()
		bSNEnabledR12 = false
	endif
EndFunction

;Clear Functions for Settlement Spawns System

Function ClearAllSSArrays()
	if bSSEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_SS_R1.Clear()
		bSSEnabledR1 = false
	endif
	if bSSEnabledR2 == true
		ActorTypes_SS_R2.Clear()
		bSSEnabledR2 = false
	endif	
	if bSSEnabledR3 == true	
		ActorTypes_SS_R3.Clear()
		bSSEnabledR3 = false
	endif
	if bSSEnabledR4 == true
		ActorTypes_SS_R4.Clear()
		bSSEnabledR4 = false
	endif
	if bSSEnabledR5 == true
		ActorTypes_SS_R5.Clear()
		bSSEnabledR5 = false
	endif
	if bSSEnabledR6 == true
		ActorTypes_SS_R6.Clear()
		bSSEnabledR6 = false
	endif
	if bSSEnabledR7 == true
		ActorTypes_SS_R7.Clear()
		bSSEnabledR7 = false
	endif
	if bSSEnabledR8 == true
		ActorTypes_SS_R8.Clear()
		bSSEnabledR8 = false
	endif
	if bSSEnabledR9 == true
		ActorTypes_SS_R9.Clear()
		bSSEnabledR9 = false
	endif
	if bSSEnabledR10 == true
		ActorTypes_SS_R10.Clear()
		bSSEnabledR10 = false
	endif
	if bSSEnabledR11 == true
		ActorTypes_SS_R11.Clear()
		bSSEnabledR11 = false
	endif
	if bSSEnabledR12 == true
		ActorTypes_SS_R12.Clear()
		bSSEnabledR12 = false
	endif
EndFunction

Function ClearSSArraysR1()
	if bSSEnabledR1 == true
		ActorTypes_SS_R1.Clear()
		bSSEnabledR1 = false
	endif
EndFunction

Function ClearSSArraysR2()
	if bSSEnabledR2 == true
		ActorTypes_SS_R2.Clear()
		bSSEnabledR2 = false
	endif
EndFunction

Function ClearSSArraysR3()
	if bSSEnabledR3 == true	
		ActorTypes_SS_R3.Clear()
		bSSEnabledR3 = false
	endif
EndFunction

Function ClearSSArraysR4()
	if bSSEnabledR4 == true
		ActorTypes_SS_R4.Clear()
		bSSEnabledR4 = false
	endif
EndFunction

Function ClearSSArraysR5()
	if bSSEnabledR5 == true
		ActorTypes_SS_R5.Clear()
		bSSEnabledR5 = false
	endif
EndFunction

Function ClearSSArraysR6()
	if bSSEnabledR6 == true
		ActorTypes_SS_R6.Clear()
		bSSEnabledR6 = false
	endif
EndFunction

Function ClearSSArraysR7()
	if bSSEnabledR7 == true
		ActorTypes_SS_R7.Clear()
		bSSEnabledR7 = false
	endif
EndFunction

Function ClearSSArraysR8()
	if bSSEnabledR8 == true
		ActorTypes_SS_R8.Clear()
		bSSEnabledR8 = false
	endif
EndFunction

Function ClearSSArraysR9()
	if bSSEnabledR9 == true
		ActorTypes_SS_R9.Clear()
		bSSEnabledR9 = false
	endif
EndFunction

Function ClearSSArraysR10()
	if bSSEnabledR10 == true
		ActorTypes_SS_R10.Clear()
		bSSEnabledR10 = false
	endif
EndFunction

Function ClearSSArraysR11()
	if bSSEnabledR11 == true
		ActorTypes_SS_R11.Clear()
		bSSEnabledR11 = false
	endif
EndFunction

Function ClearSSArraysR12()
	if bSSEnabledR12 == true
		ActorTypes_SS_R12.Clear()
		bSSEnabledR12 = false
	endif
EndFunction

;Clear Functions for Ambush System

Function ClearAllAMArrays()
	if bAMEnabledR1 == true	 ;Check if it is actually filled to prevent log spam
		ActorTypes_AM_R1.Clear()
		bAMEnabledR1 = false
	endif
	if bAMEnabledR2 == true
		ActorTypes_AM_R2.Clear()
		bAMEnabledR2 = false
	endif	
	if bAMEnabledR3 == true	
		ActorTypes_AM_R3.Clear()
		bAMEnabledR3 = false
	endif
	if bAMEnabledR4 == true
		ActorTypes_AM_R4.Clear()
		bAMEnabledR4 = false
	endif
	if bAMEnabledR5 == true
		ActorTypes_AM_R5.Clear()
		bAMEnabledR5 = false
	endif
	if bAMEnabledR6 == true
		ActorTypes_AM_R6.Clear()
		bAMEnabledR6 = false
	endif
	if bAMEnabledR7 == true
		ActorTypes_AM_R7.Clear()
		bAMEnabledR7 = false
	endif
	if bAMEnabledR8 == true
		ActorTypes_AM_R8.Clear()
		bAMEnabledR8 = false
	endif
	if bAMEnabledR9 == true
		ActorTypes_AM_R9.Clear()
		bAMEnabledR9 = false
	endif
	if bAMEnabledR10 == true
		ActorTypes_AM_R10.Clear()
		bAMEnabledR10 = false
	endif
	if bAMEnabledR11 == true
		ActorTypes_AM_R11.Clear()
		bAMEnabledR11 = false
	endif
	if bAMEnabledR12 == true
		ActorTypes_AM_R12.Clear()
		bAMEnabledR12 = false
	endif
EndFunction

Function ClearAMArraysR1()
	if bAMEnabledR1 == true
		ActorTypes_AM_R1.Clear()
		bAMEnabledR1 = false
	endif
EndFunction

Function ClearAMArraysR2()
	if bAMEnabledR2 == true
		ActorTypes_AM_R2.Clear()
		bAMEnabledR2 = false
	endif
EndFunction

Function ClearAMArraysR3()
	if bAMEnabledR3 == true	
		ActorTypes_AM_R3.Clear()
		bAMEnabledR3 = false
	endif
EndFunction

Function ClearAMArraysR4()
	if bAMEnabledR4 == true
		ActorTypes_AM_R4.Clear()
		bAMEnabledR4 = false
	endif
EndFunction

Function ClearAMArraysR5()
	if bAMEnabledR5 == true
		ActorTypes_AM_R5.Clear()
		bAMEnabledR5 = false
	endif
EndFunction

Function ClearAMArraysR6()
	if bAMEnabledR6 == true
		ActorTypes_AM_R6.Clear()
		bAMEnabledR6 = false
	endif
EndFunction

Function ClearAMArraysR7()
	if bAMEnabledR7 == true
		ActorTypes_AM_R7.Clear()
		bAMEnabledR7 = false
	endif
EndFunction

Function ClearAMArraysR8()
	if bAMEnabledR8 == true
		ActorTypes_AM_R8.Clear()
		bAMEnabledR8 = false
	endif
EndFunction

Function ClearAMArraysR9()
	if bAMEnabledR9 == true
		ActorTypes_AM_R9.Clear()
		bAMEnabledR9 = false
	endif
EndFunction

Function ClearAMArraysR10()
	if bAMEnabledR10 == true
		ActorTypes_AM_R10.Clear()
		bAMEnabledR10 = false
	endif
EndFunction

Function ClearAMArraysR11()
	if bAMEnabledR11 == true
		ActorTypes_AM_R11.Clear()
		bAMEnabledR11 = false
	endif
EndFunction

Function ClearAMArraysR12()
	if bAMEnabledR12 == true
		ActorTypes_AM_R12.Clear()
		bAMEnabledR12 = false
	endif
EndFunction

;Spawn Functions for Marker scripts

Function Spawn_RS_R1(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R1.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R1[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R2(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R2.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R2[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R3(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R3.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R3[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R4(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R4.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R4[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R5(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R5.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R5[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R6(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R6.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R6[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R7(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R7.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R7[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R8(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R8.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R8[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R9(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R9.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R9[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R10(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R10.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R10[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R11(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R11.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R11[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

Function Spawn_RS_R12(ASC_SP_RS_R1 akCallingObject) ;Marker Spawn Code
    int iNumSpawnTypes = ActorTypes_RS_R12.Length ; how many types of spawning actors can we support
    int iWhoToSpawn = Utility.RandomInt(1,iNumSpawnTypes) ; changed to use the size of our array of actor types
    ActorTypeStruct spawnDetails = ActorTypes_RS_R12[iWhoToSpawn]
    akCallingObject.SpawnEnemyActors(spawnDetails.iMaxAllowed, spawnDetails.iChance, spawnDetails.LvlActorBase, spawnDetails.bAllowedBoss, spawnDetails.iMaxAllowedBoss, spawnDetails.iChanceBoss, spawnDetails.LvlActorBossBase, spawnDetails.iDifficulty, spawnDetails.iEZ_Lvl, spawnDetails.iRerollChance)
EndFunction

 

 

 

Enjoy reading that :D

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I seen some information online that states that quests don't work properly when going back stages, but so far I've moved the primary menus over to this system and they work just fine, excatly as I pictured and I can also manage everything a bit better :smile:

 

I have been playing a lot with quest and stages lately so I can give couple examples, I'll try to explain it simple as possible:

 

Example 1. Quest with stages 10, 50, 100 and 200. Allow repeated stages is NOT selected in ck window. Let's assume every stage has a fragment on it.

 

You start the quest by doing Quest.SetStage(100). The quest starts and you do GetCurrentStageID(), it will return 100. Now, you do SetStage(50), the fragment in that stage runs. You do GetCurrentStageID() it will return 100. It will always return the HIGHEST stage the quest has ever been. Now you do SetStage(50) again, it does NOT run the fragments because "Allow repeated stages" was not selected.

 

Now you do IsStageDone(50) and it will return true. You do IsStageDone(10) and it will return false. As you can see, you can still use stages for controlling stuff. For example, player picks up a quest item and we set stage 10, to track if it's picked or not. So, now we can use condition IsStageDone(10) in our dialogue to see if the player picked the item. We also can't "undo" the stage 10, so we want to make our item not-droppable.

 

Example 2. Same thing but we have "Allow repeated stages" checked. The only difference is that we can run any stage any amount of time and it will always run the fragment on it. If we run SetStage(10), it will run. We do SetStage(10), and it will run again. From now on, IsStageDone(10) will always return true after the first time we ran it. If we started our quest by running stage 200, GetCurrentStageID will always return 200.

 

The only way to "reset" all stages, so CurrentStageID goes to 0 is to do this:

Reset()
Stop()

and in that order. It won't work right the otherway around. Hope this helps. It will require then to Start() the quest again and you want to give it couple seconds atleast before starting again to make sure it's shut down and can actually start.

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Thanks for the info. Very much glad that doesn't apply to me and what I'm using it for :D

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